The ANCIENT ONES
Dossier for:
The Secret Servants of the Ancient Ones
“We Alone, Are Pure”
Dawn of the 4th Cycle of Alamaze
The Secret Servants of the Ancient Ones, guided by their motto “We Alone, Are Pure,” consider themselves the epitome of nobility among the kingdoms. Led by the Great Archon and three Consuls, each possessing the powers and responsibilities of rulership, they operate in the shadows, driven by ambitions of influence, power, and ultimate domination over their neighboring realms. They excel in the craft of political maneuvering, employing intricate webs of alliances, subterfuge, and manipulation. Their methods are subtle, often weaving illusions of friendship while secretly working towards their own agenda. The Secret Servants possess the arcane ability to induce sleep in others, utilizing this power to advance their clandestine schemes undetected.
Under the leadership of the Great Archon, the kingdom’s ruler, they maintain an outward appearance of sophistication, charm, and regality. Behind the façade lies a society shrouded in secrets and hidden agendas, with members honing their magical abilities and conducting arcane rituals to maintain their dominance. Their ultimate goal is to gradually increase their influence, manipulating political landscapes to their advantage. By exploiting the weaknesses of their neighbors and exploiting the vulnerabilities of those in power, they aim to establish their dominion, where their reign will be unchallenged.
TO ARMS!
From Your Prime Minister: Great Archon of The Ancient Ones, you face a number of challenges, and will be called upon to exhibit some of the craftiest, most subtle, yet strategically decisive plans of any kingdom. Perhaps more than any other kingdom, you can use your many special abilities to aid your allies and create unique difficulties for your adversaries. Though your political power and special abilities are great, you should not risk becoming the enemy of too many kings.
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 | Acuity |
Cultural | Charisma |
Cultural | Devout |
Cultural | Foreknowledge (Altar Of The Holy Ancients) |
Cultural | Foreknowledge (Random) |
Cultural | Forethought |
Cultural | Healing |
Cultural | Magic Immunity (Death) |
Cultural | Magic Resistance (Sleep) |
Cultural | Oratory |
Cultural | Secretive |
Cultural | Stalwart |
Magic | Advantage |
- Acuity: Groups are never surprised, acts as entrenched. Agents have a reduced -10 points from being captured during missions. Political emissaries get +5 to their rebel/usurp die roll. Characters of this kingdom that become prisoners get 15 points added to their chance of escape.
- 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).
- Devout: If the kingdom does not have a High Priestess, successfully undertaking the Test for the Gift and so unveiling a new HP does not cost Influence. High Priestess only gets Exhausted 25% of time (normally 50%). Declared enemies get -3 morale in controlled regions if they are Suspicious or -5 morale if Hostile per turn the group is in the region. Cost of Attract Maiden and Test for the Gift is 50% of normal and no influence cost if the kingdom has no High Priestess or Noble Maiden at the time those orders are given. Success in the Test for the Gift is +15 points. High Priestess gain the Summon Lesser Angel ability (order #775) and the Avenging Angel battle effect (order #86). Devout kingdoms have -2 to maximum trainable agent level and +1,000 to magic research cost (penalties). Devout fanatics may train (order #500) two levels higher than a normal agent (this also increases the max level they may achieve which is 3 levels higher than their traninable limit). Devout kingdoms have only one major and one minor skeletons in the closet.
- 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.
- Magic Immune Death: Kingdom is completely immune to magical death effects. This consists of the kill leader/wizard spell, death spell, and the summon imp/demon/high demon spells.
- Magic Resist Sleep: Kingdom is 33% resistant to sleep effects.
- Oratory: +15% to Maintain Status Quo (#310) and Usurp Control (#330). +1 to starting influence.
- 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).
- Stalwart: Immune to Fear and Chaos. 25% reduction to harmful magic (4,000 magic damage would become 3,000). +15 points leader promotion and emergence, -15 points leader and wizard death (improved survivability to combat damage and kill leader / kill wizard).
Special Rules For The Secret Servants of the Ancient Ones Kingdom:
- Terrain Adeptness: Advantage in Desert
- Magical Prowess: Advantage (Tier 3 of 7)
- Spells available earlier than prowess base: Augment Title, Conjure Scandal, Heal, Unveil Population Centers, Ward Popcenter. Unique only for our kingdom: Ancient Intervention
- The Ancient Ones have no King or Queen, per se. Rather, each of our very special emissaries called Consuls carries the full power of a ruler, plus many other special capabilities. Each Consul may be issued any political sole order for a ruler.
- Consuls will be captured upon the military conquest of the pop center that they are located only 25% (rather than 50%) of the time.
- Consul Enamor Region (Order #465, 8,000 gold). This special ability allows the Consul to enamor the regional reactions of any kingdom, not just the Ancient Ones, in a specified region at half the normal cost. However, the chances of success are only 76% rather than the normal 100% chance of a normally priced enamor.
- Consul Denigrate Region (Order #478, 6,000 gold). This special ability allows the Consul to denigrate the regional reactions of a kingdom in a specified region at a discounted rate than the normal cost. The chances of success is the same as the normal denigration rules, or 35%, whichever is greater.
- To bestow a title upon one of our political emissaries (Order #390 Bestow Title), the Consul must be present at our kingdom’s capital.
- A Consul may relocate themselves to another population center (Order #350 Move Emissary) at a reduced cost of 2,000 gold.
- Consuls may undertake nearly all of the High Priestess orders available, but not those that require the Devout trait as a prerequisite like the Summon Angels spells. The cost of using the Consul for a High Priestess specific order is the same as that for the High Priestess (typically, 7,000 gold).
- Whenever a Noble Maiden is hired by another kingdom, our kingdom receives 2,000 gold.
- Sleep (Order #306, 0 gold). Consuls may cast sleep upon other emissaries, priestesses, or agents with 70% effectiveness. The sleep will incapacitate the target (unable to carry out their directive for the turn). Keep in mind that there are protective magics and artifacts that may prevent the target from being slept. This ability counts as their sole action for the turn.
- Our Consuls are immune to being slept, whether it’s from a special ability or by a wizard’s magical spell.
- There are no Skeletons in the Closet for the Ancient Ones.
- All three of our Consuls start the game as being Immortal.
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:
Our kingdom has no Skeletons in the Closet.
Magical Prowess:
Proficiency: Advantage (Tier 3 of 7)
Maximum assured Power level attainable: 9 (includes +2 levels from Immortal)
(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, Lightning Attack, Magic Research, Protect Heroes and Wizards, Raven Familiar, Shield, Stun Leader, Valor
Level 2: Bridge Of Mist, Create Gold, Diplomacy, Firestrike, Guarded Attack, Heal, 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 Dome of Invulnerability, Dispel Magic, Dispel Storm at Sea, Eagle Familiar, Fertile Fields, Hidden Ore, Invisible Patrol, Lesser Masking, Mirror Image, Presence (Intrinsic), Ship of Mist, Strengthen Walls, Teleport Self, Ward Population Center, Wind Storm
Level 4: Ancient Intervention, Chaos, Command Tornado, Dispel Regional Effect, Flash Flood, Greater Masking, Instant Self Teleport, Instant Summon Phantasmal Forces, Invisible Brigade, Protection from Regional Effect, Raise Population Center Census, Storm at Sea, Teleport Patrol, True Seeing, Wall of Flame
Level 5: Blinding Light (Regional Effect), Create Magical Item, Destroy Undead, Dire Wolf Familiar (Intrinsic), Earthquake, Invisible Division, Summon Minotaurs, Teleport Brigade, Unveil Population Centers
Level 6: Augment Title, Bounty (Regional Effect), Conjure Prestige, Conjure Scandal, Ice Torrent, Invisible Army, Project Image Of Group, Raise Regional Census (Regional Effect), Revelation, Summon Kraken, Summon Rock Golems, Teleport Division, True Seeing (Intrinsic), Unveil Group Locations
Level 7: Chain Lightning, Charm Region, Dome of Invulnerability, Enhance King’s Aura, Infuriate Populace, Meteor Strike, Teleport Army
Level 8: Prismatic Rays, Simulacrum, Summon Death, Summon Leviathan, Teleport Army Group
Level 9: Crack The Sky, Incendiary Cloud, Power Word Stun
The Secret Servants of the Ancient Ones Military Dossier
Kingdom Brigade Description:
A well-equipped infantry based force complimented by medium and a few elite cavalry, as well as a company of bowmen as well as expert archers.
Kingdom Brigade Ratings:
LR Missile | SR Missile | Charge | 1st Melee | 2nd Melee | Combined | Storm (PC) | Defense |
---|---|---|---|---|---|---|---|
Good | Above Average | Above Average | Above Average | Above Average | Above Average | 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 |
---|---|---|---|---|---|
Ancient Ones | AN | 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): | |||||
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 |
Mammoths | MA | 10,000 | 12,000 | 3 | Recruit in wild (no pop center) in Plains terrain and requires Marshal and 1 Elite brigade |
Scorpions | SC | 4,000 | 8,000 | 3 | Recruit in wild (no pop center) in Desert terrain and requires General and 1 Elite 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 |
---|---|---|
Ancient Ones | 1,600 | 1,700 |
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): | ||
Chameleons | 1,100 | 1,100 |
Great Bats | 800 | 600 |
Mammoths | 3,000 | 2,700 |
Scorpions | 1,700 | 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: | 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) | Ancient Ones | Trait |
---|---|---|---|---|
Plains | 5.0 | 6.25 | 0% | |
Forest | 7.0 | 8.75 | 0% | |
Mountains | 8.0 | 10.00 | 0% | |
Desert | 6.0 | 7.50 | +10% | Advantage plus Lesser Masking |
Marsh | 7.0 | 8.75 | 0% | |
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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