Sacred Order of Knights


Dossier for:

The Theocracy of the Sacred Order of Knights

“Serving the One True and Jealous God”

Dawn of the 4th Cycle of Alamaze

The Theocracy of the Sacred Order of Knights stands as a devoted and unwavering kingdom, driven by their religious beliefs and their allegiance to what they perceive as the one true God. Their society is structured as a theocratic system, with their faith serving as the cornerstone of their existence. The people of this kingdom view their god as an all-powerful deity, one who is both jealous and vengeful towards those who do not share their faith. Their devotion to their god knows no bounds, and they are willing to make great sacrifices in His service and demand little in return. They consider themselves the Chosen people, blessed with divine guidance and protection in their endeavors.

Despite being surrounded by adversaries, the Theocracy of the Sacred Order of Knights maintains a steadfast resolve, rooted in their unwavering belief that their god guides their military actions. This unshakable faith instills them with a fearlessness that enables them to face any challenge or threat without hesitation. The military of the Theocracy is a formidable force, with a focus on heavy cavalry and other shock troops and supported by blessing magic. They wield their weapons with skill and determination, carrying out their god’s will with unwavering loyalty and devotion.


From Your Grand Chancellor:

We are the Sacred Order. God is with us. None dare stand before us. Our military is fearsome, our people loyal, our organization great, as are our heroes. While we chiefly occupy surrounded Amberland, we can likely repel any one kingdom’s attack. We should augment our kingdom brigades with some Companions or recruited brigades. While we are not magical, our early spells support our philosophy and revolve around supporting our military. Our traits are outstanding for our mission. We should pity the foolishness of those who oppose a well-organized army of The Sacred Order. We are the chosen, Disciple: do not let us down.

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.

CulturalForeknowledge (Oracle Of The Old Gods)
CulturalMagic Resistance (Death)
CulturalMilitary Tradition
CulturalSiege Engineering
  • 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.
  • Feudal: The kingdom has a more developed societal and noble system that provides it with additional members of its noble court and additional influence. The kingdom begins with an additional Baron and Ambassador at the capital, and +1 Influence.
  • Foreknowledge: Kingdom has the short name of one or more artifacts on setup. Varies by kingdom as to number and which specific artifacts.
  • Healing: Gains the ability to reduce attrition to kingdom brigades (not entire group). Use Regenerate 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.
  • Heroic: Kingdom starts with an additional leader who is a Marshal, its leaders always advance in rank in Unusual Encounters when they don’t issue the most cautious tactic (TAC 1), and advance at a +10 point chance in all battles until reaching Marshal rank, then as normal (no bonus) for advancement. Odds of an agent performing a successful rescue or kidnap is increased 15 points and the chance of capture during a mission is reduced by 15 points.
  • Magic Resist Death: Kingdom is 33% resistant to magical death effects. This consists of the kill leader/wizard spell, death spell, and the summon imp/demon/high demon spells. If successful, no damage will be taken.
  • Military Tradition: Adds a Marshal to the 1st group and a General to the 2nd group, leaders promote at +10 points, new leaders emerge at +10 points, and have 10 points better survivability in combat. Brigades advance in training level at 10 points greater than normal. Warriors, the soldier portion of a party’s strength rating, are worth +3 in Unusual Encounters.
  • Order: +2 to starting Influence. Controlled popcenters have 10 points intrinsic counter espionage in addition to any agent counter espionage, and intrinsic 2 points Maintain Status Quo (so the equivalent to a Provincial Governor maintaining status quo in a Tolerant region popcenter with 12 Influence). Magic research cost and agent training are +1,000 gold per level (i.e. a penalty due to the imposition of maintaining order).
  • Rich: Increases starting treasury by 30,000 gold, and increases starting capital gold production by 4,000.
  • Riders: Patrols get 32 movement points. Cavalry values for these kingdoms are higher. +1 to emissary and agent ranges. Groups with brigades get +2 movement points, so 22 for normal movement and 27 for forced march. Intercept range is +1 (max 5 intercept range). Riders have access to the Flank tactic, but kingdoms with the Riders trait cannot be flanked in battle.
  • 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.
  • 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 Theocracy of the Sacred Order of Knights Kingdom:

  • Terrain Adeptness: Mastery in Plains
  • Magical Prowess: Substandard (Tier 5 of 7)
  • Spells available earlier than prowess base: Blinding Light, Destroy Undead, Dispel Dome of Invulnerability, Dispel Magic, Heal, Shield, Valor
  • 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.
  • Flanking Tactic (use TAC 4). Group vs. group attack (special exemption for our kingdom, others require the Riders trait), a Marshal or better in the group (not stunned), and can only be done in Plains or Desert terrain. Cannot be used against a group with flying or a kingdom with the Riders Trait (reverts to Standard Battle Plan). Cannot be used against an enemy group with a Warlord who is healthy (not stunned). Charge phase combat value for the flanking force is at 175%. Enemy losses in retreat is x3. Changes enemy’s Organized Withdrawal to Stand And Defend. Own group retreat as Standard Battle Plan. If Flanking group retreats, its own losses in retreat are 2x.
  • Fight To The Last Man (use TAC 7). Defensive group vs. group tactic. Requires Stalwart, no Green brigades, at least two Veteran Kingdom brigades, and a Marshal or higher (not stunned). This is a defensive only tactic (does not initiate combat). Provides an additional +15% to defense over normal defensive bonus, and retreat becomes 90% (which means our troops will continue fighting until nearly completely destroyed).
  • Special Order: Equip Advanced Item (Blessed Lances) (Order #607, 500 mithril), blessed lances are an advanced weapon group attachment similar to forged improved weapons and cannot be traded. The blessed lances provide an extra 20% leader/wizard death effect during group combat. Equip blessed lances to group at kingdom-owned pc with forge. 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.
  • Paying maintenance cost (not recruiting) for Paladin brigades are at a 50% discount compared to other kingdoms.
  • Starts with an Elite brigade of Paladins in 1st group. All other brigades in the Sacred Order’s first group are of Veteran experience.
  • Starts with a Castle fortification at their capital to defend against immediate attack by other kingdoms.
  • Starts with a Temple at their capital. This building will remain at this location throughout the entire game (even if the capital is later relocated).

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.

MAJOR8000The King Has Made Underhanded Dealings To Increase His Wealth.
MINOR2092The King Is Epeliptic.

Magical Prowess:

Proficiency: Substandard (Tier 5 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: 13,000

(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 49,000 gold. To reach 5th level, the cost is 95,000 gold. To reach 7th level, the cost is 151,000 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, Valor

Level 2: Bridge Of Mist, Create Gold, Dispel Magic, Fear, Heal, Lightning Attack, Speed, Ward

Level 3: Bridge Of Mist (Intrinsic), Diplomacy, Fertile Fields, Firestrike, Guarded Attack, Hidden Ore, Kill Leader/Wizard, Light Of The Evening Star (Intrinsic), Presence (Intrinsic), Reveal King’s Influence, Ship of Mist, Sleep, Strengthen Walls, Teleport Self, Wind Storm

Level 4: Conceal Emissary, Destroy Undead, Dire Wolf Familiar, Dispel Dome of Invulnerability, Dispel Storm at Sea, Eagle Familiar, Flash Flood, Instant Summon Phantasmal Forces, Invisible Patrol, Lesser Masking, Mirror Image, Raise Population Center Census, Teleport Patrol

Level 5: Blinding Light (Regional Effect), Chaos, Command Tornado, Create Magical Item, Dispel Regional Effect, Greater Masking, Instant Self Teleport, Invisible Brigade, Protection from Regional Effect, Storm at Sea, Teleport Brigade, True Seeing, Wall of Flame, Ward Population Center

Level 6: Dire Wolf Familiar (Intrinsic), Earthquake, Invisible Division, Summon Minotaurs, Teleport Division

Level 7: Bounty (Regional Effect), Conjure Prestige, Conjure Scandal, Crack The Sky, Ice Torrent, Infuriate Populace, Invisible Army, Meteor Strike, Project Image Of Group, Raise Regional Census (Regional Effect), Revelation, Summon Rock Golems, Teleport Army, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers

Level 8: Augment Title, Chain Lightning, Charm Region, Dome of Invulnerability, Enhance King’s Aura, Teleport Army Group

Level 9: Prismatic Rays, Summon Death

The Theocracy of the Sacred Order of Knights Military Dossier

Kingdom Brigade Description:

Committed, well trained and armored bold, unmatched heavy cavalry, heavy infantry and lighter armed archers and support troops. Tactical advantages like plains advantage, flanking, fight to the last means the Sacred Order leader will have many military decisions to consider, as well as their various available supplemental brigades, such as War Machines. We won’t want to smash our Sacred Order brigades against strong walls. Recruit from population centers and attract Companions for that.

Kingdom Brigade Ratings:

LR MissileSR MissileCharge1st Melee2nd MeleeCombinedStorm (PC)Defense
GoodAbove AverageAwesomeGoodAbove AverageGoodAbove AverageVery Good

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
Sacred OrderSAN/AN/AUnlimitedKingdom brigade, not recruitable but receive as reinforcements
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)
PaladinsPA8,00010,000UnlimitedRecruit 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 non-evil kingdoms]
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):
RohirrimRO4,0008,0005Recruit in wild (no pop center) in Plains terrain and requires General and 1 Veteran brigade
War MachinesWM4,00010,0005Recruit in wild (no pop center) in Forest terrain and requires General and 3 brigades
ZealotsZE3,0003,00010Recruit in wild (no pop center) in Plains, Forest, Mountains, Desert terrain and requires Captain and 1 Veteran brigade
Summoned (By Spell):
MinotaursMIN/AN/A5Summon in wild (no pop center) in Forest, Mountains terrain
Phantasmal ForcePMN/AN/A5Summon in wild (no pop center) in any terrain
Rock GolemsRGN/AN/A5Summon in wild (no pop center) in Mountains terrain

Resource Consumption per Brigade (Each Turn):

Sacred Order2,2002,200
Stormgate Guard3,0003,000
Companions (Order #565):
War Machines1,3001,200
Summoned (By Spell):
Phantasmal Force00
Rock Golems5001,500

Reinforcement Schedule (Receive As Kingdom Brigades):

Turn 5:3
Turn 10:2
Turn 15:2
Turn 20:2
Turn 25:2
Turn 30:1
Turn 35:2
Turn 40:2

Terrain Combat Adjustment:

Terrain TypeMovement Point CostMovement (Ice Age)Sacred OrderTrait
Plains3.54.38+20%Mastery plus Greater Masking
vs PC’s**0%

Intercept Radius:

Your intercept radius is 5 areas (for Order #732).

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