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The ELVEN

Dossier for:
The High Elves of the Golden Woods

"Freedom, Honor, Justice"


Dawn of the 3rd Cycle of Alamaze

Ultimately, the Second Cycle was so hotly contested that not only did one kingdom not prevail, but all were somewhat weakened. The Stone Giants, Trolls, and Witchlord have passed on either to diminished roles as Companions and not kingdoms, or have completely vanished.

The splintering of power was the signal that a new era was upon Alamaze: The Dawn of the 3rd Cycle, which has come to be known as The Choosing.

During a century of respite, many new kingdoms, and many previous fiefdoms have come into relative prominence. There are now recognized 24 full kingdoms who may vie for power, and we estimate 22 additional Companion races than can field brigades that may serve several potential masters. In any reality that may unfold, there are likely 12 sovereign kingdoms actively pursuing an agenda. Humans have increased their control of territory, now thought to control not only the cities, but likely a town and village in each region in the vacuum created by the chaos of the 2nd Cycle. Some PC�s never recovered from the destruction in 2nd Cycle, so overall population is reduced as well as Humans having more control.

Meanwhile magic capacity has increased. There seem to be many more spells and incantations rediscovered than were known in 2nd Cycle. Kingdoms have focused on their strengths and have become renowned through what is known as Traits that interpret these characteristics.

But military science has increased at pace. There are many more tactical doctrines available, and some few kingdoms have advanced military traits such as Military Tradition, Stalwart, or perhaps even Heroism. Dwarven Lords have begun fabricating War Machines, changing the nature of siege warfare.

Diplomats too have honed their skills, with Charisma being exploited by some, and the craft of deception and influence expressed through the ability called Stir Unrest.

The old tradition of generations of High Priestess emerging has been complicated. Now it is difficult to identify a potential High Priestess, more preparation is necessary in passing what is called The Test to become a High Priestess, yet they have learned additional abilities.

Find your path, choose your way, execute your strategy my Liege. Your court, military, agents and wizards await your commands. We are now in the 3rd Cycle of Alamaze!


From Your Prime Minister:

Great Lord of The High Elves of the Golden Woods, hear my counsel. The High Elven kingdom enjoys a balance of strengths, and so is free to pursue a variety of strategies. As is well known, our archers are unsurpassed in skill. As always, our arch enemy remains the Dark Elven Imperium, but there are other forces whose acts are so diametrically opposed to the Elven ways that they too must be held in check. Thus we cannot stay withdrawn in our Golden Woods, but must involve ourselves in affairs throughout Alamaze to ensure eventual victory. We must not overestimate our ability to take the control of Oakendell, as there are those with less inviting territories who will covet the apparent sanctuary of this region.


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 Archers
Cultural Healing
Cultural Magic Resistance (Sleep)
Cultural Oratory
Cultural Riders
Cultural Spy Network
Cultural Trackers
Magic Mastery
Special Rules For The High Elves of the Golden Woods Kingdom:

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).



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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 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).

Secret Victory Conditions for our kingdom (initial default value):

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



Skeletons In The Closet:

The following skeletons, if revealed, will have detrimental impact on your influence and on regional reaction in some regions.

Type Code
MAJOR 3551 The Queen Is A Heretic.
MINOR 7178 The Ranking Political Emissary Is Of Mixed Blood Of A Despised People.
MINOR 9236 The King Is Epeliptic.



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Magical Prowess:

Proficiency: Mastery (Tier 2 of 7)

Maximum assured Power level attainable: 7

(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: 8,000

(Cost per Power level. For example, to increase a pwr-2 wizard to pwr-3, the cost is the gold-cost-per-research-level x attempted level, or 24,000 gold to research 3rd level)


Spell List

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

Level 1: Protect Heroes and Wizards, Stun Leader, Shield, Lightning Attack, Fear, Valor, Light Of The Evening Star, Bridge Of Mist, Diplomacy, Create Food, Create Gold, Ward, Reveal King's Influence, Magic Research, Raven Familiar

Level 2: Wind Storm, Dispel Magic, Kill Leader/Wizard, Guarded Attack, Firestrike, Light Of The Evening Star (Intrinsic), Bridge Of Mist (Intrinsic), Sleep, Ship of Mist, Speed, Lesser Masking, Teleport Self, Locate Character or Group

Level 3: Presence (Intrinsic), Create Time, Instant Self Teleport, Flash Flood, Wall of Flame, Chaos, Mirror Image, Dire Wolf Familiar, Conceal Emissary, Strengthen Walls, Fertile Fields, Hidden Ore, Raise Population Center Census, Dispel Storm at Sea, Greater Masking, Invisible Brigade, Eagle Familiar

Level 4: Destroy Undead, Instant Summon Phantoms, Command Tornado, Ward Population Center, Dispel Dome of Invulnerability, Storm at Sea, Unveil Population Centers, Protection from Regional Effect, Dispel Regional Effect, Heal, Unveil Group Locations, True Seeing

Level 5: Earthquake, Dome of Invulnerability, Curse, Blinding Light (Regional Effect), Bounty (Regional Effect), Invisible Division, Teleport Brigade, Summon Minotaurs, Summon Skeletons, Summon Rock Golems, Sacrifice, Project Image Of Group, Imp Familiar

Level 6: Meteor Strike, Conjure Scandal, Infuriate Populace, Conjure Prestige, Enhance King's Aura, Plague (Regional Effect), Raise Regional Census (Regional Effect), Invisible Army, Teleport Division, Summon Ghouls, Transform to Nazgul

Level 7: Summon Death, Augment Title, Charm Region, Famine (Regional Effect), Teleport Army, Summon Wights, Summon Specters, Wraith Form

Level 8: Crack The Sky, Teleport Army Group, Transform to Lich, Summon Demon

Level 9: Summon High Demon




The High Elves of the Golden Woods Military Dossier



Kingdom Brigade Description:

Renowned throughout Alamaze for their marksmanship with Elven bows, they are Riders and are also above average with the charge phase. Well trained and armed infantry is respectable in close combat.



Kingdom Brigade Ratings:

LR Missile SR Missile Charge 1st Melee 2nd Melee Combined Storm (PC) Defense
Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average


Note: Recruited (Order #560), Companion (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.



Recruitable Troop Types (Food/Gold Amount Is Cost To Recruit):

Type ID Food Gold Max Per Group Notes
Elves EL 0 0 Unlimited Kingdom brigade, not recruitable but receive as reinforcements
Huns HU 4,000 6,000 Unlimited Recruit at pop center within Eastern Steppes, Synisvania, or Southern Sands and requires Captain
Northmen NM 4,000 6,000 Unlimited Recruit at pop center within Oakendell, Northern Mists, Talking Mountains, or Amberland and requires General
Westmen WE 4,000 6,000 Unlimited Recruit at pop center within Torvale, Amberland, or Runnimede and requires General
Zamorans ZA 4,000 6,000 Unlimited Recruit at pop center within Runnimede, Arcania, Synisvania, or Southern Sands and requires Captain
Companions (Order #565):
Centaurs CE 4,000 8,000 5 Recruit anywhere in Forest terrain and requires General and 3 kingdom brigades
Wood Elves WO 4,000 8,000 5 Recruit anywhere in Forest terrain and requires General and 1 Veteran kingdom brigade


Resource Consumption per Brigade (Each Turn):

Type Food Gold
Elves 1,700 2,000
Huns 2,000 1,800
Northmen 2,000 2,000
Westmen 2,000 2,000
Zamorans 1,600 1,600
Companions (Order #565):
Centaurs 1,700 1,700
Wood Elves 1,400 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


Terrain Combat Adjustment:

Terrain Type Movement Point Cost Elven Trait
Plains 5.0 0%
Forest 4.0 30% Supremacy plus Greater Masking and Evasion
Mountains 8.0 0%
Desert 7.0 0%
Marsh 8.0 -10% Disadvantage
Sea 5.0 0%
vs PC's * 0%


Intercept Radius:

Your intercept radius is 4 areas (for Order #732).



Subjective Ratings Methodology

Over fifty criteria which comprise the characteristics of each Kingdom have been evaluated in designing and balancing the Second Cycle. Exactly where your Kingdom falls along many of these lines will be divulged below. Much of the work which went into the second cycle involved balancing the potential of each Kingdom. The ratings will be broken down into several elements of play, with a numeric rating converted into a subjective phrase. These rating phrases were arrived at by establishing a mean and standard deviation for each criteria, and then assigning the appropriate phrase. Throughout, the following scale is used:

Superior 1.75+ STANDARD DEVIATIONS ABOVE MEAN
Excellent 1.00+ STANDARD DEVIATIONS ABOVE MEAN
Good 0.40+ STANDARD DEVIATIONS ABOVE MEAN
Average 39+ to -.39- STANDARD DEVIATION
Below Average -0.40 STANDARD DEVIATIONS BELOW MEAN
Poor -1.00 STANDARD DEVIATIONS BELOW MEAN
Very Poor -1.75 STANDARD DEVIATIONS BELOW MEAN

What this is intended to relate to you is that there is no puffing of any ratings: if you have a SUPERIOR rating in some area, another King almost certainly has a VERY POOR rating there. On the other hand, if you think your Kingdom looks horrible in a certain area, yet it's evaluation is BELOW AVERAGE (rather than VERY POOR), then you should be clued to reevaluate your perception of the strength of other Kingdoms in this area (ie, they probably are not as strong as you suspected).

For each area, take the rating for Summary with a grain of salt. It will involve some weighting of the factors in that category, but could give a misleading final evaluation. For example, in the military section, a Kingdom whose troops are quite good in combat may be summarized as only average militarily because of poor movement capabilities and light reinforcements. In any case, the evaluations are only intended to allow you to frame your Kingdom's beginning characteristics against those of the other Kings.



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Subjective Ratings for All Troop Types


Brigade Ratings:

Name ID LR Missile SR Missile Charge 1st Melee 2nd Melee Combined Storm (PC) Defense
Amazons AM Good Good Very Good Above Average Above Average Above Average Above Average Average
Ancient Ones AN Good Above Average Above Average Above Average Above Average Above Average Average Above Average
Apes AP Very Poor Below Average Above Average Above Average Above Average Above Average Average Average
Atlantians AT Very Good Above Average Average Above Average Above Average Above Average Average Above Average
Black Dragons BL Above Average Good Excellent Average Above Average Above Average Good Good
Centaurs CE Good Above Average Above Average Average Average Average Average Above Average
Chameleons CH Average Average Average Average Above Average Average Average Average
Cimmerians CI Very Poor Average Excellent Good Good Good Good Above Average
Dark Elves DA Renowned Good Good Above Average Average Above Average Above Average Above Average
Demon Princes DE Average Average Above Average Average Average Average Average Average
Damned DM Below Average Below Average Below Average Below Average Average Average Below Average Below Average
Druid DU Average Above Average Above Average Average Above Average Average Average Average
Dwarves DW Good Above Average Good Good Good Good Above Average Above Average
Elves EL Awesome Very Good Above Average Above Average Above Average Above Average Above Average Above Average
Ghouls GH Very Poor Below Average Below Average Average Average Average Average Above Average
Gnomes GN Average Average Very Poor Average Average Average Average Average
Goblins GO Good Above Average Very Poor Average Below Average Below Average Below Average Below Average
Great Bats GR Very Poor Below Average Average Below Average Average Average Average Average
Halflings HA Average Above Average Not A Factor Below Average Below Average Below Average Below Average Above Average
Hill Giants HI Good Above Average Good Good Very Good Good Very Good Very Good
Huns HU Very Good Good Good Average Below Average Above Average Below Average Above Average
Illusionist IL Good Above Average Below Average Average Average Average Average Average
Lizard Men LI Below Average Above Average Above Average Above Average Above Average Above Average Above Average Average
Mammoths MA Good Above Average Excellent Good Above Average Good Good Excellent
Minotaurs MI Below Average Below Average Very Good Above Average Above Average Above Average Above Average Good
Necromancer NE Average Average Average Average Average Average Average Average
Northmen NM Average Average Above Average Above Average Above Average Above Average Above Average Above Average
Nomads NO Good Good Good Average Average Above Average Average Average
Ogres OG Below Average Average Above Average Good Good Above Average Above Average Above Average
Orcs OR Average Above Average Average Above Average Above Average Above Average Average Average
Phoenix PH Good Above Average Excellent Good Above Average Good Good Excellent
Phantoms PT Below Average Average Average Average Average Average Above Average Average
Pirates PI Good Above Average Below Average Average Average Average Average Average
Rangers RA Excellent Above Average Good Above Average Above Average Above Average Above Average Good
Red Dragons RD Good Excellent Ultimate Good Good Excellent Renowned Superior
Rock Golems RG Below Average Below Average Very Poor Above Average Above Average Above Average Above Average Good
Rohirrim RO Above Average Average Good Above Average Average Above Average Above Average Above Average
Sacred Order SA Good Above Average Awesome Good Above Average Good Above Average Very Good
Scorpions SC Very Poor Average Average Good Good Above Average Above Average Good
Skeletons SK Below Average Below Average Very Poor Average Average Below Average Below Average Below Average
Sorcerer SO Below Average Average Very Poor Average Average Below Average Below Average Below Average
Spectres SP Below Average Average Average Average Average Average Above Average Average
Saurus SU Very Poor Above Average Very Good Above Average Good Above Average Good Above Average
Swampmen SW Average Average Below Average Above Average Above Average Above Average Average Average
Trolls TR Below Average Average Above Average Good Very Good Good Very Good Very Good
Tyrant TY Above Average Above Average Good Average Above Average Above Average Average Average
Underworld UN Above Average Average Very Poor Average Average Average Average Below Average
Warlock WA Average Average Average Above Average Average Average Average Average
Westmen WE Average Average Above Average Average Above Average Average Average Above Average
Wildlings WL Below Average Average Above Average Above Average Good Above Average Above Average Average
War Machines WM Ultimate Good Absent Not A Factor Absent Very Poor Good Below Average
Wood Elves WO Very Good Good Below Average Average Above Average Above Average Average Average
Warg Riders WR Average Above Average Above Average Above Average Average Average Average Above Average
Wights WT Very Poor Below Average Above Average Above Average Above Average Above Average Above Average Above Average
Wyvern WY Average Average Good Above Average Above Average Above Average Above Average Above Average
Zamorans ZA Above Average Good Average Above Average Above Average Average Average Average
Zealots ZE Average Average Below Average Average Average Average Below Average Below Average
Zombies ZO Very Poor Very Poor Below Average Average Average Average Average Below Average