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This Status Update Reported Faithfully To:

King Tumek Stonedeath

Tyrant Image

Tyrant Of

The Domination of The Tyrant of Gor

As Avatar For

Acererak

LATE AUTUMN of year 1201

These results produced on 11/28/2015

Commands for turn 5 must be received by 12pm Noon (Eastern US)
Wednesday, 12/02/2015


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Political Events and Status of the Realm:

     Entity               Report

     Order #565           This order was added as a standing order (60 565 1TY GO)

     High Council         The Atlantians kingdom won election to the High Council with a bid of 3,223
                          gold.

     Grug Heartcrusher    Count Grug Heartcrusher report on the mission to rebel the Human city of
                          Evanon located in area IN: I knew my job would be eased by the Human minor
                          influence in Amberland. There seemed no active political support in support
                          of the local regime. There was no apparent radical body in favor of
                          changing the local regime. I am honored to report that my subtle,
                          undetected deals have prompted the people here to rebel!

     Crumuk Stonewit      Governor Crumuk Stonewit report on the mission to rebel the Human town of
                          Qualiar located in area KO: I realized my assignment would be eased by the
                          Human minor influence in Amberland. There seemed no active political
                          support in support of the local regime. There was no apparent radical body
                          in favor of changing the government. I am proud to report that my secretly
                          executed plans have prompted the people here to rebel!

     Kir The Black Knight Governor Kir The Black Knight report on the mission to usurp control of the
                          Neutral town of Qualiar located in area KO: There seemed no organized
                          conservative body in support of the local regime. There was no apparent
                          rebellous political unrest in favor of changing the government. My
                          emotionally stirring speeches have have won over the people here to our
                          kingdom!

     Influence            The policies of spreading the culture of our kingdom have been widely
                          implemented (Influence up 1.0).

     Tavern               Noble Maiden Sage is now in our employ and ready for further orders. Our
                          influence has been reduced as a result of the new hire.

     Talking Mountains    The Warlock kingdom has gained control of Talking Mountains.

     Torvale              The Amazons kingdom has gained control of Torvale.

Activities of the Royal Court:

     Title             Name                  Base & Mission

     King              Tumek Stonedeath      The Tyrant town at HL in Amberland.
                                             Has improved the lot of the people: influence up.

     Duke              Togguk Grimhand       The Tyrant town at HL in Amberland.
                                             Awaiting further orders.

     Count             Grug Heartcrusher     The Neutral city at IN in Amberland.
                                             Succeeded in triggering a rebellion of the local populace.

     Governor          Crumuk Stonewit       The Tyrant town at KO in Amberland.
                                             Succeeded in triggering a rebellion of the local populace.

     Governor          Kir The Black Knight  The Tyrant town at KO in Amberland.
                                             Succeeded in catalyzing the people here to join our
                                             kingdom.

     Ambassador        Dozreg Bloodbulper    The Tyrant village at ZK in Runnimede.
                                             Awaiting further orders.

     Fool              Rekkard Sailswift     The Tyrant town at HL in Amberland.
                                             Awaiting further orders.

     Agent 7           Serpent               The Tyrant town at HL in Amberland.
                                             Attempted a covert mission.

     Agent 5           Orchid                The Tyrant town at HL in Amberland.
                                             Completed his assigned training.

     Agent 4           Neg Giantbrain        The Tyrant town at HL in Amberland.
                                             Attempted a covert mission.

     Agent 4           Wolverine             The Tyrant town at HL in Amberland.
                                             Awaiting further orders.

     Agent 2           Swordsmen             The Tyrant town at SV in Synisvania.
                                             Awaiting further orders.

     Fanatic 2         Sudden Seven          The Tyrant town at HL in Amberland.
                                             Awaiting further orders.

     Agent 1           Tragedy               The Tyrant village at ZK in Runnimede.
                                             Awaiting further orders.

     Noble Maiden      Sage                  The Tyrant town at HL in Amberland.
                                             Awaiting further orders.


King Tumek Stonedeath has influence 14.80

Check your kingdom's special orders, but you may generally issue 2 commands above your Influence.


Tyrant Regional Summary:

                                     Regional        Reaction        Controlling
            Region                   Influence       Level           Kingdom

         Oakendell (1)               Unestablished   Suspicious      NA
         Northern Mists (2)          Minor           Suspicious      NA
         Talking Mountains (3)       Unestablished   Suspicious      Warlock
         Torvale (4)                 Unestablished   Tolerant        Amazons
         Amberland (5)               Significant     Friendly        NA
         Eastern Steppes (6)         Unestablished   Tolerant        Atlantians
         Runnimede (7)               Minor           Tolerant        NA
         Arcania (8)                 Minor           Suspicious      Illusionist
         Synisvania (9)              Minor           Suspicious      NA
         Southern Sands (10)         Unestablished   Tolerant        Nomad

Activities of the High Council

     The Issue Decided By The High Council This Past Month Was:

     The Halfling Kingdom Put This Motion Before The Esteemed High Council:
     In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
     Halfling Ruler Be Officially Commended (Influence Up 1) By This Body.


          The High Council Vote For This Issue Shall Be By Open Ballot.

              The High Council Voted As Follows:

                Amazons               Abstain  
                Atlantians            Abstain  
                Halfling              Yea      

              The Motion Passed.


          The New Issue Before The Council:

     The Halfling Kingdom Put This Motion Before The Esteemed High Council:
     In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
     Halfling Ruler Be Officially Commended (Influence Up 1) By This Body.

          The High Council Vote For This Issue Shall Be By Open Ballot.

Status of Kingdom Relationships

        The following chart shows which kingdoms have declared allies and enemies. In addition, it
        shows which kingdoms have entered into marriages of state, a binding form of non-aggression
        which prevents hostile military and political actions toward the wedded kingdom. The chart
        also displays the natural enemies in the campaign. Natural enemies are enemies which will
        always remain enemies throughout the camppaign. A kingdom's influence will rise and fall
        proportionally to the failures and successes of its natural enemy. To see the declarations a
        kingdom has made, read across the row beginning with their abbreviation. To see the
        declarations made for or against a certain kingdom, read down from the column underneath their
        abbreviation, as follows: 

                  'A' - Ally          ' ' - Neutrality          'E' - Enemy


                  AM  AT  DU  HA  IL  LI  NE  NO  PI  SA  TY  WA 
             AM  |   |   |   |   |   |   |   |   |   |   |   |   |
             AT  |   |   |   |   |   |   |   |   |   |   |   |   |
             DU  |   |   |   |   |   |   |   |   |   |   |   |   |
             HA  |   |   |   |   |   |   |   |   |   |   |   |   |
             IL  |   |   |   |   |   |   |   |   |   |   |   |   |
             LI  |   |   |   |   |   |   |   |   |   |   |   |   |
             NE  |   |   |   |   |   |   |   |   |   |   |   |   |
             NO  |   |   |   |   |   |   |   |   |   |   |   |   |
             PI  |   |   |   |   |   |   |   |   |   |   |   |   |
             SA  |   |   |   |   |   |   |   |   |   |   |   |   |
             TY  |   |   |   |   |   |   |   |   |   |   |   |   |
             WA  |   |   |   |   |   |   |   |   |   |   |   |   |
                  AM  AT  DU  HA  IL  LI  NE  NO  PI  SA  TY  WA 

Military Encounters and Group Readiness:

     Reports of our Military engagements:

     Reconnaisance of unusual sighting in area JN by a patrol of the 1st Tyrant: 
      Wizard Grexla (Power-4) decided to stay behind in camp and will not be a factor in
     assisting the patrol. Wizard Chaos (Power-1) decided to stay behind in camp and will not
     be a factor in assisting the patrol. Adept Rothchild decided to stay behind in camp and
     will not be a factor in assisting the patrol. A patrol consisting of Commander Elendil,
     General Angor, Centurion Scarlet and a dozen hand-picked troops rode ahead to investigate
     the sighting. It had been decided that there would be no plan to retreat. The patrol was
     willing to take great risks to uncover what might be secreted ahead. Without a wizard
     present, the force was at a disadvantage. It is now the 10th day of their quest. An
     abundance of mud and gunk covers their skin and armor and is baked firmly in place, making
     every movement and even speech painful and slow. The water they carry is precious and for
     drinking only. Climbing the crumbling steps to the top, the group finds a solitary alcove
     with many slits in the stone circling the chamber that provides a 360 degree view of the
     area beyond the tower for some distance and alternately provides some light in this
     otherwise unilluminated room. Suddenly out of the shadows ahead appears 12 skeletal
     fighters, and a single fell warrior, standing 7' tall and clad in shadowy plate mail and
     wielding a flaming sword! They launch into attack! In the first moments of battle 6
     warriors were slain by this fiendish enemy. The conflict was furious. The the black
     phantom warrior proved to be a very formidable opponent. The battle raged on, furiously
     contested for what seemed hours. Flaming sword screaming angrily through the air as more
     blood was let from the side of the patrol. The next few minutes saw 3 soldiers lose their
     lives, but the enemy had been weakened.  Unfortunately, the Tyrant Commander Elendil did
     not survive. Sadly, the Tyrant Centurion Scarlet did not survive. The battle raged on,
     furiously contested for what seemed like hours. The next few minutes saw 2 soldiers lose
     their lives, but the enemy had been weakened. Finally the dark warrior had been destroyed.
     The valiant patrol was victorius. With the battle over, the group finds an interesting
     object nearby. The Horn of the Intrepid is an artifact which will add 2,500 to the defense
     of the population center it is located in. The patrol moved on to investigate and found
     7,000 gold. 


     Results of our Military maneuvers:

     1st Tyrant             We recruited Goblins (Regular) while in the plains of area JN.

     1st Tyrant             We recruited Goblins (Regular) while in the plains of area JN.

     1st Tyrant             We recruited Goblins (Regular) while in the plains of area JN.

     1st Tyrant             Successfully moved as ordered to area MN.
                            During movement we passed a Sacred Order town at MN.

     2nd Tyrant             Successfully moved as ordered to area QO.
                            During movement we passed a Neutral town at OM, Human village at QO.

     4th Tyrant             Successfully moved as ordered to area QO.
                            During movement we passed a Human village at QO.

     4TY + 2TY              The 4th Tyrant combined with the 2nd Tyrant so the 4th Tyrant is now
                            inactive.

     1st Tyrant             The congenial atmosphere within this friendly region has resulted in a
                            small increase of the group's morale.


     Military Group Status:

     ===========================================================================================

     1st TYRANT               "My First Group"          Decorations: 

     Location: MN  The Sacred Order town of Britannia is here in the plains of Amberland.

     Morale: 103%    Attrition: 2%    Terrain Modifier: 0%    Defense: Average
     Estimated combat value in terrain: 29,175                Estimated value vs. PC: 21,962 

     Force composition (Army):

                   Leadership                            Spell Casters
                   General Angor                         Power-4 Grexla (Wraith)
                                                         Power-1 Chaos
                                                         Adept Rothchild

     Artifacts: Knowledge Totem, Horn of the Intrepid

     Order of Battle:

     Brigade Type        Experience     Number     Morale     Attrition     Defense

     Tyrant               Regular          3        104%          3%        Average
     Trolls               Regular          2        105%          3%        Superior
     Orcs                 Veteran          1        104%          3%        Average
     Orcs                 Regular          1        105%          3%        Average
     Goblins              Regular          3        102%          0%        Average

                                                                Battles
     Leader                                Decorations          Fought      Won    Sightings
      General Angor                                                1          1        1

     Encounters:
     The 1st Sacred Order Army is in this area.
     The 2nd Sacred Order {Masked} is in this area.
     The 4th Sacred Order {Masked} is in this area.

     ===========================================================================================

     2nd TYRANT               "My Second Group"         Decorations: 

     Location: QO  The Human village of Gaza Heights is here in the plains of Arcania.

     Morale: 103%    Attrition: 13%   Terrain Modifier: 0%    Defense: Good
     Estimated combat value in terrain: 9,863                 Estimated value vs. PC: 7,268  

     Force composition (Division):

                   Leadership                            Spell Casters
                   General Whonix                        Power-1 Mahnivor
                   Centurion Castlerock                  
                   Centurion Niles                       

     Artifacts: None

     Order of Battle:

     Brigade Type        Experience     Number     Morale     Attrition     Defense

     Tyrant               Veteran          1        107%         20%        Average
     Trolls               Regular          1        109%         20%        Superior
     Warg Riders          Regular          1         93%          0%        Good

                                                                Battles
     Leader                                Decorations          Fought      Won    Sightings
      General Whonix                                               2          2        0
      Centurion Castlerock                                         0          0        0
      Centurion Niles                                              2          2        0


     ===========================================================================================

     3rd TYRANT               "My Third Group"          Decorations: 

     Location: HL  The Tyrant town of Gor is here in the plains of Amberland.

     Morale: 100%    Attrition: 0%    Terrain Modifier: 0%    Defense: Poor
     Estimated combat value in terrain: 0                     Estimated value vs. PC: 0      

     Force composition (Inactive):

     Artifacts: None

     ===========================================================================================

     4th TYRANT               "My Fourth Group"         Decorations: 

     Location: HL  The Tyrant town of Gor is here in the plains of Amberland.

     Morale: 100%    Attrition: 0%    Terrain Modifier: 0%    Defense: Poor
     Estimated combat value in terrain: 0                     Estimated value vs. PC: 0      

     Force composition (Inactive):

     Artifacts: None

     ===========================================================================================

     5th TYRANT               "My Fifth Group"          Decorations: 

     Location: KR  The Atlantians village of Lionhead is here in the plains of Eastern Steppes.

     Morale: 100%    Attrition: 0%    Terrain Modifier: 0%    Defense: Poor
     Estimated combat value in terrain: 0                     Estimated value vs. PC: 0      

     Force composition (Patrol):

                   Leadership                            Spell Casters
                                                         Adept Banwol

     Artifacts: None

     ===========================================================================================

     6th TYRANT               "My Sixth Group"          Decorations: 

     Location: HL  The Tyrant town of Gor is here in the plains of Amberland.

     Morale: 100%    Attrition: 0%    Terrain Modifier: 0%    Defense: Poor
     Estimated combat value in terrain: 0                     Estimated value vs. PC: 0      

     Force composition (Inactive):

     Artifacts: None

     ===========================================================================================

     NAVIES:
                       Our Seapower Is Currently At The Following Levels:
                                 Max. # Of Fleets Per Sea: 12
                  Naval Quality Ranges From 4.0 To A Maximum Rating Of 16.0

     Sea         Fleets  Quality  Description           Elite Ship            Last Mission

     Drowning       2     10.0    Barges                                      At port
     Foreboding     0     10.0    Barges                                      At port
     Mystery        0     10.0    Barges                                      At port
     Terror         2     10.0    Barges                                      At port



     Encounters of Note:

        The following describes situations involving our forces. Special considerations
        regarding these encounters should be included in our immediate and future
        planning.


        Our groups are outside of the following population centers:

          Region             Area   Banner          Type       Name             Defense

          Amberland           MN    Sacred Order    Town       Britannia         12,245 Capital
          Arcania             QO    Human           Village    Gaza Heights       2,702
          Eastern Steppes     KR    Atlantians      Village    Lionhead           2,105


        Our groups are opposite the following groups:

          Region             Area   Group I.D.       Size             Leader

          Amberland           MN       1SA           Army             Grand Marshal Dralix
          Amberland           MN       2SA           {Masked}         {Masked}
          Amberland           MN       4SA           {Masked}         {Masked}


        Our population centers reported the presence of the following groups:

          PC Name            Area    Size       Group I.D.      Leader

          Sword Ground        WG     Patrol        1HA          Marshal Lerix


        Reports from the countryside produce Regional Intelligence concerning the sighting of the
        following foreign military groups:

          Region                 Group Name              Group Size


Economic Report and Kingdom Status:

     Economic related events in the kingdom:

     Gor                  Gold production has been improved by 3,000 this month (Area HL).
                          A modest increase in population has been noted because of the improved
                          economy here.

     Gor                  Defensive capability has been improved by 3,000 this month (Area HL).
                          Some men were drafted to man the improved defenses.


     Production collected this month:

          Reg Area  Name               Type     Defense   Census    Food     Gold    Other

            5  HL  Gor                 Town      20,030   44,489    5,663   19,997  Capital
                   Possesses: Temple
            9  SV  Ancient Hold        Town       9,238   35,377    4,134    8,916    NA
            7  WG  Sword Ground        Town       8,231   30,841    4,474   10,104    NA
            5  IP  Weedy               Village    3,020   14,146    7,673    3,542    NA
            8  QM  Python Pass         Village    2,874   15,787    9,398    2,936    NA
            9  UU  Arrisia             Village    2,751   20,637   11,095    2,938    NA
            2  GN  Warg Way            Village    2,525   17,151    9,590    2,773    NA
            7  ZK  Sad Melody          Village    2,488   20,448   12,456    2,652    NA
            8  UR  Shade Of Nephron    Village    2,456   16,906   12,273    2,624    NA
                                                         -------  -------  -------
                                                         215,782   76,756   56,482
                                                         =======  =======  =======
     Our forecast for next month:

          Reg Area  Name               Type     Defense   Census    Food     Gold    Other

            5  HL  Gor                 Town      23,330   44,489    1,416   11,649  Capital
                   Possesses: Temple
            5  KO  Qualiar             Town      11,400   30,073      860    5,837    NA
            9  SV  Ancient Hold        Town       9,238   35,377    4,134    8,916    NA
            7  WG  Sword Ground        Town       8,231   30,841    4,474   10,104    NA
            5  IP  Weedy               Village    3,020   14,146    1,918    1,771    NA
            8  QM  Python Pass         Village    2,874   15,787    9,398    2,936    NA
            9  UU  Arrisia             Village    2,751   20,637   11,095    2,938    NA
            2  GN  Warg Way            Village    2,525   17,151    2,398    1,387    NA
            7  ZK  Sad Melody          Village    2,488   20,448   12,456    2,652    NA
            8  UR  Shade Of Nephron    Village    2,456   16,906   12,273    2,624    NA
                                                         -------  -------  -------
                                                         245,855   60,422   50,814
                                                         =======  =======  =======

              Our kingdom's capitol is established in the town of Gor.


     Production and Consumption Ledger for this month:

          Description                                 Food           Gold

          Beginning Amount                            10,344         41,739

          Add This Period's Production                76,756         56,482
          Results Of Trade And Other Sources               0         15,000
                                                 -----------    -----------
             Amounts Available After Trading          87,100        113,221
                                                 -----------    -----------
          Less Military Group Consumption            -18,800        -17,100
                                                 -----------    -----------
             Available After Group Consumption        68,300         96,121
          Amounts Used Executing Orders              -18,000        -62,500
          Amounts From Late Sources                        0         -4,458
          Food Spoilage                              -10,060              0
                                                 ===========    ===========
             Ending Amounts                           40,240         29,163
                                                 ===========    ===========


          Estimated group consumption next month:     25,100         23,400

          Estimated food and gold consumption next turn includes reinforcements.

Matters Covert, Esoteric and General:

     Entity                 Result

     Agents                 Our current maximum agent training level is 11.
                            The current cost of training an agent is 4,000 gold.
                            Agents may be promoted 3 additional levels with successful missions.

     Research               Our magical research cost is 12,000 gold per level.
                             

     1st Tyrant             The Power-4 wizard Grexla cast the create gold spell, changing lead into
                            gold equal to 8,000 units.

     Theft                  An attempt was made to steal gold from the Tyrant town of Ancient Hold
                            (Area SV): The target was protected by an agent team on guard in addition
                            to regular security. 4,458 gold was stolen from the town of Ancient Hold!
                            Guards pursued the agents and nearly caught them, but somehow they escaped
                            in the dark. 

     Neg Giantbrain         The agent detected the following encounters:
                            My extensive examination of the area PP revealed no unusual sighting.
                            Bone weary from his exhaustive searching Neg Giantbrain faithfully sent
                            word of his discovery in PQ, there is indeed something there that bears
                            further investigation.
                            There is no indication of an unusual sighting in area OQ.
                            All my efforts and skills yielded no unusual sighting in area NQ.

     Serpent                The agent detected the following population centers:
                            There is no population center in area NP to report.
                            The intensive reconnaissance of area OO yielded no population center.
                            My exploration for a population center in area ON determined there was
                            none.
                            My search for a population center in area PO revealed nothing.
                             
                            The agent detected the following groups:
                            There is no group in area NP to report.
                            The intensive reconnaissance of area OO yielded no groups.
                            My search for a group in area ON revealed nothing.
                            My exploration for a group in area PO determined there was none.
                             
                            The agent detected the following encounters:
                            While diligent in my efforts, I was unable to discover an unusual sighting
                            in area NP.
                            There is no indication of an unusual sighting in area OO.
                            All my efforts and skills yielded no unusual sighting in area ON.
                            My extensive examination of the area PO revealed no unusual sighting.

We possess the following artifacts:

                                            Short                                       Status Points
          Full Name                         Name   Possessor                Type        Interim/Final

          Horn of the Intrepid              50068  1st Tyrant               Benevolent     50 / 200 
            The Horn of the Intrepid is an artifact which will add 2,500 to the defense of the
            population center it is located in.

          Knowledge Totem                   82981  1st Tyrant               Special         0 / 0   
            Provides L4 recon when in possession of a character or group (not pop center)


Spies on reconnaissance discovered the following information:


                               *** Groups: ***
          Group
          I.D.   Brigs  Reg Area  Leaders                         Wizards

          1SA      7     5   MN   Grand Marshal Dralix            Stewart (Power-1)       
                                  Major General Jasmic            NA                      
                                  Captain Major Olivetown         NA                      
          2SA      0     5   MN   Major General Garsh             Noura (Power-1)         
                                  Captain Bloodgard               NA                      
                                  Centurion Lotfian               NA                      
          4SA      0     5   MN   NA                              Annatar (Adept)         
                                  NA                              NA                      
                                  NA                              NA                      
          1TY     10     5   MN   General Angor                   Grexla (Power-4 Wraith) 
                                  NA                              Chaos (Power-1)         
                                  NA                              Rothchild (Adept)       


                          *** Population Centers: ***

          Reg Area Banner     Name       Type   Defense   Census    Food     Gold     Other

           5   MN  Sacred Ord Britannia  Town    12,245   48,884    4,566    9,810  Capital Temple


                             *** Emissaries: ***

          Kng Rank           Name                 Area Pop-Name    Other

          SA  King           Asgoran Manslayer     MN  Britannia   Awaiting further orders.
          SA  Ambassador     Komonian Dex          MN  Britannia   Awaiting further orders.
          SA  Fool           Sigateous             MN  Britannia   Awaiting further orders.
          SA  Agent 4        Mother's Finest       MN  Britannia   Attempted a covert mission.
          SA  Agent 4        Stormbringer          MN  Britannia   Attempted a covert mission.
          SA  High Priestess llama                 MN  Britannia   The Noble Maiden underwent an intense ceremony. She is in Good health.
          SA  High Priestess priestie              MN  Britannia   The Noble Maiden underwent an intense ceremony. She is in Good health.
          SA  Noble Maiden   Ppriest               MN  Britannia   The Noble Maiden underwent an intense ceremony.


                               *** Artifacts: ***

         Area  Possessor             Full Name                        Short Name

          MN   1st Sacred Order      Champion Stallions                 48545
          MN   1st Tyrant            Horn of the Intrepid               50068
          MN   1st Tyrant            Knowledge Totem                    82981
          MN   2nd Sacred Order      Ring of Protection                 87361
          MN   1st Sacred Order      Valyrian Steel                     20793

Our Early Strategic Objectives for this Contest:

          Substantial in a region                                       worth 1 point.
          Own 2 or more artifacts                                       worth 1 point.
          Have at least 2 Agents that are level 7 or higher             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 can win via Rex (control 4 or more regions), completing
          their Secret Victory conditions, or by Lion's Share (most status points on turn
          40).

                 Our Secret Victory conditions for this Contest:

                 Control 3 regions.
                 Field at least 3 Warlords.
                 Have an influence of 22+.

We issued the following commands for the turn just completed:

      Order     A       B       C       D       E       F       G       H       I       J     Gold
      ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
        60   565     1TY     GO                                                                    0
       140   1TY             3                                                                     0
       209   1TY     GR                                                                            0
       320   CR                                                                                2,000
       320   GR                                                                                4,000
       330   KI                                                                                2,000
       480   TU                                                                               15,000
       510   E       Sage    HL                                                                6,000
       565   1TY     GO                                                                        4,000
       565   1TY     GO                                                                        4,000
       720   1TY     KN      LN      MN                                                            0
       720   2TY     OM      PN      QO                                                            0
       720   4TY     RO      QO                                                                    0
       740   4TY     2TY                                                                           0
       978   NE      PP      PQ      OQ      NQ                                                2,000
       979   SE      NP      OO      ON      PO                                                3,500

We also executed the following Standing Orders:

      Order     A       B       C       D       E       F       G       H       I       J     Gold
      ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
       500   OR                                                                                4,000
       565   1TY     GO                                                                        4,000
       600   HL      D       3                                                                 6,000
       600   HL      G       3                                                                 6,000

Power-0 Spells for the Tyrant

     Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
     king's influence order limitation. Each spell requires the spell # to be placed in the
     Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
     Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
     initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
     the specific spell description. Spells not properly completed are miscast and have no
     effect. We suggest that you use either power levels, or the first two letters of the
     wizardís name, but not both in any given turn in order to avoid any confusion around which
     wizard may or may not be used.


     Name:    Self Invisible                           Spell #:   91

      This spell allows the spellcaster to become invisible, thereby protecting himself
      from the hazards of battle. The protection lasts throughout the turn for all battles
      against groups and/or popcenters.


     Name:    Wizard Assist Encounter                  Spell #:  139

      Specify this order for a wizard only when your group has issued the Investigate
      Encounter order (#140) and you desire a wizard to add his full effectiveness to
      impact on the outcome. Any wizard thus instructed is fully exposed to the hazards of
      battle and risks death.


     Name:    Rite Of The Magi                         Spell #:  800

      This is the only spell by which an adept may become a power-1 wizard. Unlike magical
      research (#799), an adept does not have to be at a kingdom controlled population
      center to utilize this order. The cost to the controlling king is shown on the setup
      sheet data (eg: if cost shown is 10,000 gold per level, it would cost 10,000 gold to
      advance from adept to power-1). Specify group ID in Column "A". If more than one
      adept exists in the group, one will be randomly chosen for this spell.


Power-1 Spells for the Tyrant

     Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
     king's influence order limitation. Each spell requires the spell # to be placed in the
     Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
     Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
     initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
     the specific spell description. Spells not properly completed are miscast and have no
     effect. We suggest that you use either power levels, or the first two letters of the
     wizardís name, but not both in any given turn in order to avoid any confusion around which
     wizard may or may not be used.


     Name:    Protect Heroes and Wizards               Spell #:   94

      By casting this spell, the wizard seeks to protect all heroes and wizards of his
      group from the black magics of a particular opposing group's spellcasters. This spell
      is always successful, but is only effective against one group and may only be cast
      upon the group in which the wizard is located. It protects all the group's leaders
      and wizards, even against multiple attacks unless dispelled. Put group ID of target
      group in Column "C".


     Name:    Stun Leader                              Spell #:   95

      The wizard casting this spell seeks to render the opposing commander ineffective for
      the duration of a battle. Your group must engage the target group in combat for this
      spell to be effective. Base chance of success is 100% * difference in level of
      ability (general considered equal to power-2 wizard for this purpose). eg: A power-1
      wizard has a 33% {100%*(1/3)} of stunning a marshal. Put group ID of target group in
      Column "C".


     Name:    Light Of The Evening Star                Spell #:  132

      Overcoming darkness that torches cannot defeat, the caster creates a magical light to
      allow a patrol investigating an encounter to proceed. Needed to overcome obstacles in
      Excellent Class unusual sightings for kingdoms without the Adventurer trait. This
      spell becomes an intrinsic ability of the caster at a higher power level (no need to
      cast the spell, triggers automatically.)


     Name:    Create Food                              Spell #:  208

      Wizards in Alamaze can create bountiful quantities of food out of almost any organic
      substance. In game terms, a wizard can create food equal to 2000 units * his power
      level (eg: a power-3  wizard creates 6000 food) by casting this spell. Food created
      is added to available quantities on hand. No Columns beyond Column "B" need be
      completed.


     Name:    Magic Research                           Spell #:  799

      This is the means by which a spellcaster advances his power. The wizard must be
      located in a kingdom controlled population center in order to perform his research.
      The cost to the controlling king is shown on the setup sheet data (eg: if cost shown
      is 10,000 gold per level, it would cost 20,000 gold to advance from power-1 to
      power-2). No Columns beyond Column "B" need be completed.


     Name:    Raven Familiar                           Spell #:  888

      By using this spell a wizard may order his raven familiar to perform a reconnaisance
      of an area exactly as a first level agent would. The target area must be within a ten
      area range of the spellcaster's group. The results will be reported in the "agents on
      reconnaisance" section of the status update. Put target area in Column "C".


Power-2 Spells for the Tyrant

     Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
     king's influence order limitation. Each spell requires the spell # to be placed in the
     Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
     Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
     initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
     the specific spell description. Spells not properly completed are miscast and have no
     effect. We suggest that you use either power levels, or the first two letters of the
     wizardís name, but not both in any given turn in order to avoid any confusion around which
     wizard may or may not be used.


     Name:    Shield                                   Spell #:  100

      This spell causes a glimmering shield of magic to protect the force, and increases
      the defensive values of the wizard's group, effectively reducing the casualties it
      will suffer from battle with a specific opposing group or a population center. The
      amount of benefit received increases with the power level of the spellcaster. Put the
      group ID of the opposing target group in Column "C", or if cast against a population
      center, leave Column "C" blank.


     Name:    Lightning Attack                         Spell #:  102

      The lightning attack is the most commonly known offensive battle spell. The spell
      sends dozens of lightning bolts screaming through enemy formations. The base power of
      the attack is dependent upon spellcaster power: 500 points per level. Against
      divisions, the damage is 150%, damage is 200% vs. armies, and 250% vs. army groups.
      Against towns, damage is 125%, against cities, damage is 150%. Your group must battle
      the target group for the spell to be effective. Put group ID of target group in
      Column "C", or if cast against a population center, leave Column "C" blank.


     Name:    Valor                                    Spell #:  108

      The wizard casts this spell as battle is about to begin. Invigorating aromas spread
      through the ranks, filling the minds of the troops with thoughts of heroism, courage
      and determination. Morale is increased by 10% for the  duration of the combat. Your
      group must battle the target group for the spell to be effective. Put group ID of
      target group in Column "C", or if cast against a population center, leave Column "C"
      blank.


     Name:    Bridge Of Mist                           Spell #:  133

      A patrol investigating a superior sighting will be stymied without a wizard able to
      cast Bridge of Mist to overcome chasms and other obstacles in the sighting. Needed to
      overcome obstacles in Superior Class unusual sightings for kingdoms without the
      Adventurer trait. This spell becomes an intrinsic ability of the caster at a higher
      power level (no need to cast the spell, triggers automatically.)


     Name:    Create Gold                              Spell #:  209

      Wizards can create gold from lesser metals in sizeable quantities, although the
      procedure can take several weeks. In game terms, a wizard can create gold equal to
      2000 units * his power level (eg: a power-3  wizard creates 6000 gold) by casting
      this spell. Gold created is added to available quantities on hand. No Columns beyond
      Column "B" need be completed.


     Name:    Ward                                     Spell #:  301

      This spell protects a specific emissary of any kingdom from the black magic of an
      opposing spellcaster, and helps guard against foul play of the more earthly variety.
      Spells directed against the warded emissary will be ineffective, and other attacks
      against him will have a 20% diminished chance of working. A ward spell effectively
      hids an emissary from a locate spell. Place the kingdom abbreviation to which the
      emissary belongs in Column "C", and the emissary abbreviation in Column "D". Maximum
      range of this spell is 10 areas.


     Name:    Speed                                    Spell #:  718

      The wizard creates an invigorating aroma which greatly aids the groups movement
      capabilities. Movement allowance is increased 2.5 pts. per level of the spellcaster.
      (power-2 caster's group could move 25 points.) Use in place of normal movement order.
      Limit of 8 areas maximum movement. This spell will not increase sea movement and can
      not be used with a forced march. Complete Columns "C" on to indicate intended
      movement area by area.


Power-3 Spells for the Tyrant

     Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
     king's influence order limitation. Each spell requires the spell # to be placed in the
     Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
     Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
     initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
     the specific spell description. Spells not properly completed are miscast and have no
     effect. We suggest that you use either power levels, or the first two letters of the
     wizardís name, but not both in any given turn in order to avoid any confusion around which
     wizard may or may not be used.


     Name:    Presence (Intrinsic)                     Spell #:    0

      This is not a spell, but rather a bonus which accrues to all third level spellcasters
      and above, significantly increasing their combat abilities. This bonus increases in
      proportion to the wizard's power.  Wizards of this power and beyond can cast any of
      their available spells which may aid their group's offensive and defensive
      capabilities or assist their kingdom in other ways. {A power-4 presence is roughly
      equal to a power-2 Lightning Strike and Shield.}


     Name:    Wind Storm                               Spell #:   89

      The conjurer calls to the heavens and a gale force wind sweeps across the
      battlefield, disrupting missile phases in that enemy long range archery is reduced
      50%, friendly 25%, short range missile is reduced 25% for enemy, and 10% for
      friendly.


     Name:    Dispel Magic                             Spell #:   92

      This spell is directed against a group containing spellcasters in the same area as
      the casting wizard's group. This spell has a 100% chance of dispelling a battle spell
      of an equal or lessor level wizard, less 25% per level disparity when attempting to
      dispel incantations of a higher level spellcaster. You may optionally list in Column
      D the lowest spell # you wish to dispel (eg- "98"). Your group need not engage in
      combat to use this spell. Put group ID of target group in Column "C".


     Name:    Kill Leader/Wizard                       Spell #:   96

      The wizard casting this spell seeks to slay a particular opposing hero or
      spellcaster. Your group must engage the target group in combat. The base chance of
      success is 50% * difference in level of ability (general considered equal to a
      power-2 wizard for this purpose). eg: A power-1 wizard has a 16.3% {50%*(1/3)} of
      slaying a marshal and a power-6 has a 75% chance of killing a power-4, and a power-3
      has a 30% chance of killing a power-5. Put the group ID of the target group in Column
      "C", place "W" or "L" (for wizard or leader) in Column "D", place "H" or "L" (high or
      low) in Column "E". Your group need not have combat for this spell; but must be in
      the same location as the group containing the figure you desire to slay. Group
      casting this spell must contain at least one brigade of troops.


     Name:    Guarded Attack                           Spell #:  101

      This is a sophisticated spell in which the spellcaster becomes invisible, thereby
      protecting himself from the hazards of battle, and sends forth powerful sonic blasts
      into the enemy lines, inflicting casualties in proportion to the spellcasters power:
      300 points per level. Your group must battle the target group for the spell to be
      effective. Put group ID of target group in Column "C", or if cast against a
      population center or in an unusual sighting, leave Column "C" blank. When used in an
      unusual sighting it reduces the wizard's effectiveness by 50%.


     Name:    Firestrike                               Spell #:  103

      The firestrike is a powerful offensive battle spell. The spell sends rolling waves of
      magically hot flames sizzling into enemy lines. The base power of the attack is
      dependent upon spellcaster power: 700 points per level. Against divisions, the damage
      is 150%, damage is 200% vs. armies, and 250% vs. army groups. Against towns, damage
      is 125%, against cities, damage is 150%. Your group must battle the target group for
      the spell to be effective. Put group ID of target group in Column "C", or if cast
      against a population center, leave Column "C" blank.


     Name:    Fear                                     Spell #:  107

      5% reduction per wizard level up to 25%. PC defense reduced by the same percentage.
      Ineffective against kingdoms with Stalwart and potentially other traits as well as
      against undead.


     Name:    Light Of The Evening Star (Intrinsic)    Spell #:  132

      Overcoming darkness that torches cannot defeat, the caster creates a magical light to
      allow a patrol investigating an encounter to proceed. Needed to overcome obstacles in
      Excellent Class unusual sightings for kingdoms without the Adventurer trait. This
      spell becomes an intrinsic ability of the caster at a higher power level (no need to
      cast the spell, triggers automatically.)


     Name:    Bridge Of Mist (Intrinsic)               Spell #:  133

      A patrol investigating a superior sighting will be stymied without a wizard able to
      cast Bridge of Mist to overcome chasms and other obstacles in the sighting. Needed to
      overcome obstacles in Superior Class unusual sightings for kingdoms without the
      Adventurer trait. This spell becomes an intrinsic ability of the caster at a higher
      power level (no need to cast the spell, triggers automatically.)


     Name:    Diplomacy                                Spell #:  171

      A wizard may cast this spell when his group intends to parley with a population
      center. The group's effectiveness will be increased in proportion to his power level.
      Use this spell instead of order #170 (not in addition to it). By using this spell the
      groups leaders appear more charismatic to the center's leaders than they otherwise
      would. No Columns beyond Column "B" need be completed. This spell has no effect if
      the population center is a capital. Regional reaction, enemy status, previous month's
      status quo, and the population center's defenses impact upon the chance of success.
      In Second Cycle, this spell, when used in an effort to gain a city must overcome the
      same percentage negitive modifier as political actions.


     Name:    Sleep                                    Spell #:  305

      This spell places the target emissary in a magically deep sleep, similar to a coma.
      The emissary remains in such a state for one month (the game turn) during which time
      he obviously can perform no activity. A slept emissary is more susceptible to
      kidnapping and assassination attempts. There are various types of magic that can
      effect the success of this spell. This spell requires  the caster to know the
      target's name (and so emissary abb.), his kingdom, and his location. Place the
      kingdom abbreviation to which the emissary belongs in "C", the emissary abbreviation
      in "D", and the location in "E". Maximum range of this spell is 10 areas.


     Name:    Reveal King's Influence                  Spell #:  370

      By using this spell the wizard will learn the influence of any king/queen/regent.
      Place the desired kingdom's initials in Column "C" and the king's initials in Column
      "D". This spell has an effect similar to that of order #365 (Learn King's Influence).


     Name:    Strengthen Walls                         Spell #:  601

      This incantation allows a mage to increase the existing defenses of the population
      center in the same area as his group by 2,000, permanently. The population center
      need not be controlled by the spellcaster's kingdom. No Columns beyond Column "B"
      need be completed. Note: As this spell is after production the results be be
      reflected on the next result.


     Name:    Fertile Fields                           Spell #:  602

      By casting this spell a mage increases the food production of the population center
      his group is in by 2,500, permanently. The population center need not be controlled
      by the spellcaster's kingdom. No Columns beyond Column "B" need be completed. Note:
      As this spell is after production the increase will be reflected on the next result.


     Name:    Hidden Ore                               Spell #:  603

      When located in the same area as a population center, by casting this spell a mage
      can uncover hidden ore reserves in that area. Gold production of the population
      center will increase by 2500 gold permanently. No Columns beyond Column "B" need be
      completed. Note: As this spell is after production, the increase will be reflected on
      the next result.


     Name:    Ship of Mist                             Spell #:  708

      By casting this spell, the wizard creates a fleet of mist-made ships, enough to
      transport one brigade per power-level magically over any sea. movement is at the
      normal rate for the kingdom. In addition, the group is not subject to interdiction by
      sea patrol or the spell Storm at Sea (but still may encounter a Kraken). However, the
      group may not end its movement in a sea area. Movement can not be increased by any
      method. Use in place of a normal movement order, not in addition to. Complete Columns
      "C" on to indicate intended movement area by area.


     Name:    Teleport Self                            Spell #:  830

      By using this spell the wizard can teleport himself in to another group of his
      kingdom, regardless of distance from  his present location. The receiving group must
      be of his own kingdom, and cannot already contain three wizards. Place the receiving
      group's ID in Column "C". There are no distance or area restrictions with this spell.


     Name:    Locate Character or Group                Spell #:  855

      This spell allows the spellcaster to learn, through deep trance-induced meditations,
      the location of a specific group or emissary of any kingdom. certain magic may
      interfere with this process (such as a Ward spell) but normally it is quite
      effective. Place "G" or"E" (group or emissary) in Column "C", the group ID or
      emissary abb. in Column "D", and the kingdom abb.of the group or emissary in Column
      "E".


Power-4 Spells for the Tyrant

     Each spellcaster may cast one spell per turn. Spells cast count as orders used against the
     king's influence order limitation. Each spell requires the spell # to be placed in the
     Order # column of the turn input sheet, the group ID of the wizard's group to be placed in
     Column 'A', and the wizard's power-level (eg:'2') or the specific casting wizard's
     initials to be placed in Column 'B'. Other columns may need to be completed as dictated by
     the specific spell description. Spells not properly completed are miscast and have no
     effect. We suggest that you use either power levels, or the first two letters of the
     wizardís name, but not both in any given turn in order to avoid any confusion around which
     wizard may or may not be used.


     Name:    Create Time                              Spell #:   15

      This exotic spell warps the time dimension locally, making time pass slower
      temporarily, allowing the ruler to issue more commands in the current turn than
      normal. The effect is to allow +2 orders +1 additional per wizard power level over
      P3. So a power 5 wizard casting Create Time would provide an additional 4 orders for
      the current turn, or if casting the spell is considered, a net +3 orders.  The spell
      caster must be no more than 3 areas distant from the capital.


     Name:    Flash Flood                              Spell #:   90

      The wizard glowers intently at the nearby river and suddenly a flash flood consumes
      the battlefield. Reduces the Charge phase for both sides by 75%. Not possible in
      mountains or desert.


     Name:    Chaos                                    Spell #:  106

      The wizard casts a spell which creates distracting, hypnotic patterns, illusions and
      confusing sounds which cause enemy troops to ignore many commands of their leaders.
      The effect is that the enemy will be unable to effectively withdraw at their defined
      retreat level. If the opposing group contains a warlord, this spell will be
      ineffective. If the opposing group contains a marshal, the spell's effect will be
      reduced. Your group must battle the  target group for the spell to be effective and
      lasts for the duration of this single battle. It is possible  that the spell caster's
      group might retreat should it suffer enough damage to reach it's retreat factor. Put
      group ID of target group in Column "C".


     Name:    Mirror Image                             Spell #:  138

      In an unusual sighting, the caster creates two mirror images of himself, confounding
      the guardian and providing him good protection. This is a spell available for Unusual
      Encounters that provides the full wizard power as in Spell 139, but at 1/3 the normal
      chance of death for using 139.


     Name:    Dire Wolf Familiar                       Spell #:  211

      The wizard, attuned with nature, makes a call into the wild. Soon a huge dire wolf
      appears and moves to his side. The wolf provides counter espionage to the group as an
      L4 agent, and provides recon on the group location as an L4 agent.


     Name:    Conceal Emissary                         Spell #:  349

      The caster creates a sorcery that so disguises the emissary of his kingdom that on
      relocating, he will not be detected except by an agent or other magic equivalent to
      level 7. Emissary is not detected by PC on relocation or by Agent Recon below L7. Can
      be identified by Eagle Familiar, True Seeing and other magic. The emissary's starting
      location must be no more than 3 areas from the casting wizard.


     Name:    Raise Population Center Census           Spell #:  610

      When located in the same area as a population center, by casting this spell a mage
      increases the census by 2,500 permanently. The population center need not be
      controlled by the spellcaster's kingdom. No Columns beyond Column "B" need be
      completed.


     Name:    Dispel Storm at Sea                      Spell #:  661

      This spell is very similar to the dispel magic spell, however instead of dispelling
      battle spells, it works against the Storm at Sea spell. The same chance of success as
      exists in Dispel Magic apply here (100% chance of dispelling versus equal or lesser
      level wizard, less 25% per level disparity when attempting to dispel incantation of a
      higher level spellcaster). The spellcaster must be within 3 areas of any area
      comprising that sea.  Specify the first letter of the sea to be effected in Column
      "C", and an area of the sea within 3 areas of the wizard in Column "D". If multiple
      storms are present on the sea, one will be randomly dispelled.


     Name:    Lesser Masking                           Spell #:  821

      By using this spell the wizard through use of mist, smoke, and illusion obscures the
      size of his smaller sized (up to 5 brigades) group. Foreign groups (and possibly
      agents) will be unable to determine the group size or strength. If used in a group
      larger than division sized there will be no effect. A successful casting will result
      in the group size will be reported as "masked". No Columns beyond Column "B" need be
      completed.


     Name:    Eagle Familiar                           Spell #:  887

      Calling upon his knowledge of Eagles, the nature-centric caster summons an Eagle that
      performs Advanced Recon (4 contiguous areas) as L7 at up to range 10.