Pirates

The PIRATES

Dossier for:

The Pirates of Avalon and Beyond

“A Free Life Under a Million Stars”

Dawn of the 4th Cycle of Alamaze

The Pirates of Avalon and Beyond, while not conforming to conventional notions of a nation, have established their presence as a formidable force upon the seas. Led by the audacious Grand Admiral, this diverse assembly of treasure hunters, adventurers, spies, and gamblers has grown in number and influence, demanding the attention of established nations who now regard them as a genuine threat. Operating from their bustling Pirate Coves, which have burgeoned into bustling hubs resembling small cities, these free-spirited individuals have forged a unique way of life upon the vast ocean expanse. The Pirates of Avalon and Beyond boast one of the most formidable naval forces, navigated by their skilled seafarers, who possess unrivaled knowledge of maritime navigation, combat, and piracy.

While lacking a defined homeland, the Pirates of Avalon and Beyond hold dominion over the seas they inhabit, becoming a power to be reckoned with in nautical conflicts. Their prowess at sea, honed through countless expeditions and encounters, has granted them the respect and fear of other nations vying for control over maritime territories. The pirates prove to be valuable allies to those seeking to dominate the vast oceans, leveraging their formidable naval power in exchange for opportunities for adventure, profit, and the acquisition of coveted artifacts. Driven by the insatiable thirst for wealth and power, the pirates relentlessly scour the seas in search of legendary treasures and powerful artifacts. Their expertise in navigation and their intimate knowledge of hidden coves and uncharted islands enable them to unravel the secrets of the deep, unearthing fabled riches that could elevate their dominion and secure their place as masters of the waters they inhabit.

TO ARMS!

From Your Fleet Captain:

We are adventurers, seekers of treasure and plunder, shady deal makers, expert spies, captains of the sea. Grand Admiral, we will not have a typical path to victory. We must be creative, we likely need to find a strong and reliable ally, while we exploit our strengths to control seas, although we must beware the Atlantians in some. We hve a head start on pursuit of some artifacts we have maps for. We have specialized spells we gain earlier than most kingdoms, and in addition to the foreknowledge of knowing some information on the location of artifacts, our organization provides us with Forethought, giving us an advantage in issuing orders.

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
CulturalAdventurers
CulturalCharisma
CulturalCunning
CulturalEvil
CulturalForeknowledge (Eklar The Wizard)
CulturalForeknowledge (Palantir Redjak)
CulturalForethought
CulturalRich
CulturalSeafaring
CulturalSecretive
CulturalSpy Network
CulturalTrick Of The Trade
MagicStandard
  • 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.
  • 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.
  • Forethought: Increases +2 standing orders allowed at onset, +1 per region controlled over standard. +3 (instead of +2) orders allowed over 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.
  • 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).
  • 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 Pirates of Avalon and Beyond Kingdom:

  • Terrain Adeptness: Mastery in Sea
  • Magical Prowess: Standard (Tier 4 of 7)
  • Spells available earlier than prowess base: Destroy Undead, Imp Familiar, Instant Summon Phantoms, Project Image of Group, Summon Kraken
  • Create Pirate’s Cove (Order #650), specified map area must be a Water 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 cove). May only have one Pirate’s Cove on the map. May only issue order on turn 4 or later. A Pirate’s Cove produces 20,000 gold each month (does not decrease due to seasonal effects).
  • Start with a powerful navy with at least 1 fleet in every sea.
  • A successful sea interdiction, where the Pirates win the battle, provides 20,000 gold (reported under Amounts From Late Sources).
  • Pirates can hire emissaries (Governors and Ambassadors only, not Fools, Maidens, or Agents) with Order #510 at 50% influence cost.
  • Gold recovered in an Unusual Encounter is double that of other kingdoms.

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
MAJOR3626The King Has Pyrophobia: He Is Unnaturally Afraid Of All Fire.
MINOR2469The King, As A Youth Was Cowardly In Battle.
MINOR9124The King Has Hydrophobia: He Is Terrified Of Water (Especially The Sea).

Magical Prowess:

Proficiency: Standard (Tier 4 of 7)

Maximum assured Power level attainable: 6

(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: 10,000

(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 40,000 gold. To reach 5th level, the cost is 80,000 gold. To reach 7th level, the cost is 130,000 gold.)

Spell List

Level 0: Rite Of The Magi, Self Invisible, Wizard Assist Encounter

Level 1: Create Food, Light Of The Evening Star, Magic Research, Protect Heroes and Wizards, Raven Familiar, Shield, Stun Leader, Ward

Level 2: Bridge Of Mist, Create Gold, Diplomacy, Fear, Light Of The Evening Star (Intrinsic), Lightning Attack, Reveal King’s Influence, Sleep, Speed, Valor

Level 3: Bridge Of Mist (Intrinsic), Dispel Dome of Invulnerability, Dispel Magic, Firestrike, Guarded Attack, Hidden Ore, Kill Leader/Wizard, Lesser Masking, Presence (Intrinsic), Ship of Mist, Strengthen Walls, Teleport Self, Wind Storm

Level 4: Chaos, Conceal Emissary, Destroy Undead, Dire Wolf Familiar, Dispel Storm at Sea, Fertile Fields, Flash Flood, Greater Masking, Imp Familiar, Instant Self Teleport, Instant Summon Phantoms, Invisible Patrol, Mirror Image, Raise Population Center Census, Raise Zombies, Teleport Patrol, Wall of Flame

Level 5: Command Tornado, Create Magical Item, Dispel Regional Effect, Invisible Brigade, Project Image Of Group, Protection from Regional Effect, Storm at Sea, Summon Kraken, Teleport Brigade, True Seeing, Ward Population Center

Level 6: Cold Darkness (Regional Effect), Curse, Dire Wolf Familiar (Intrinsic), Earthquake, Invisible Division, Revelation, Sacrifice, Summon Leviathan, Summon Minotaurs, Summon Rock Golems, Summon Skeletons, Teleport Division, Transform to Nazgul, Unveil Group Locations, Unveil Population Centers

Level 7: Charm Region, Conjure Prestige, Conjure Scandal, Demonic Visions (Regional Effect), Dome of Invulnerability, Enhance King’s Aura, Ice Torrent, Infuriate Populace, Invisible Army, Meteor Strike, Plague (Regional Effect), Raise Regional Census (Regional Effect), Summon Ghouls, Teleport Army, True Seeing (Intrinsic)

Level 8: Augment Title, Chain Lightning, Famine (Regional Effect), Summon Death, Summon Demon, Summon Specters, Summon Wights, Teleport Army Group, Wraith Form

Level 9: Crack The Sky, Prismatic Rays, Simulacrum, Summon Mummies, Transform to Lich

The Pirates of Avalon and Beyond Military Dossier

Kingdom Brigade Description:

We have bowmen and slingers, we are lightly armed, and not well organized. Some successful pirates have accumulated bronze breastplates and greaves, a notable helmet or two, but generally, our missilers and sabre wielding light infantry should pick their battles carefully. Adding Hill Giants and possibly Scorpions may be a good idea.

Kingdom Brigade Ratings:

LR MissileSR MissileCharge1st Melee2nd MeleeCombinedStorm (PC)Defense
GoodAbove AverageBelow AverageAverageAverageAverageAverageAverage

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
PiratesPIN/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):
Hill GiantsHI10,00012,0003Recruit in wild (no pop center) in Mountains terrain and requires Marshal and 1 Elite brigade
ScorpionsSC4,0008,0003Recruit in wild (no pop center) in Desert terrain and requires General and 1 Elite brigade
SwampmenSW4,0004,00010Recruit in wild (no pop center) in Marsh terrain and requires Captain and 3 brigades
TrollsTR10,00012,0005Recruit in wild (no pop center) in Forest, Mountains terrain and requires Marshal and 1 Veteran brigade
WildlingsWL4,0006,00010Recruit in wild (no pop center) in Plains, Forest, Mountains terrain and requires Captain and 3 brigades
Summoned (By Spell):
GhoulsGHN/AN/A5Summon in wild (no pop center) in Forest, Marsh 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
Pirates1,1251,125
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):
Hill Giants2,0252,025
Scorpions1,2751,125
Swampmen1,200900
Trolls2,1001,875
Wildlings1,275975
Summoned (By Spell):
Ghouls375525
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 15:2
Turn 20:2
Turn 25:1
Turn 30:2
Turn 35:1
Turn 40:1

Terrain Combat Adjustment:

Terrain TypeMovement Point CostMovement (Ice Age)PiratesTrait
Plains5.06.250%
Forest7.08.750%
Mountains8.010.000%
Desert7.08.750%
Marsh7.08.750%
Sea3.54.38+20%Mastery plus Greater Masking
vs PC’s**0%

Intercept Radius:

Your intercept radius is 3 areas (for Order #732).

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