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Alamaze  The  Choosing

Game 520    Turn 4    Results

Silent Choosing W/S

This Status Update Reported Faithfully To:

Queen Tylia Windwalker

Amazons Image

Holy Mother Of

The Realm of the Amazon Matriarchy

As Avatar For

The Gray Mouser

LATE AUTUMN of year 1201

These results produced on 06/22/2016

Commands for turn 5 must be received by 12pm Noon (Eastern US)
Saturday, 06/25/2016


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Political Events and Status of the Realm:

     Entity               Report

     High Council         The Gnome kingdom won election to the High Council with a bid of 16,500
                          gold.

     Order #315           Specified emissary was not found in our kingdom. (315 SA)

     Venusia              Duchess Venusia report on the mission to usurp control of the Neutral city
                          of Meridon located in area QC: There seemed no active political support in
                          support of the government. A well formed faction in favor of changing the
                          general government seemed to aid my overtures. My secret manipulations have
                          have won over the people here to our kingdom!

     Meridon              The people of Meridon (Area QC) have rebelled against our rulership! They
                          have joined the Underworld kingdom. It is believed their Duke Wang Zhi was
                          behind the uprising.

     Memistoph            The Fool's gaffs and tomfoolery jostled the important visitors favorably
                          (Influence up 0.2).

     Oakendell            The Druid kingdom has gained control of Oakendell.

     Torvale              The Underworld kingdom has gained control of Torvale.

     Arcania              The Illusionist kingdom has gained control of Arcania.

     Synisvania           The Lizard Men kingdom has gained control of Synisvania.

     Southern Sands       The Ancient Ones kingdom has gained control of Southern Sands.

Activities of the Royal Court:

     Title             Name                  Base & Mission

     Queen             Tylia Windwalker      The Amazons town at QA in Torvale.
                                             Awaiting further orders.

     Duchess           Venusia               The Underworld city at QC in Torvale.
                                             Succeeded in catalyzing the people here to join our
                                             kingdom.

     Countess          Nim of the Glade      The Underworld city at QC in Torvale.
                                             Using considerable effort to stir unrest.

     Governess         Phantom of Plains     The Neutral city at NK in Amberland.
                                             Awaiting further orders.

     Governor          Rorhanz               The Underworld city at QC in Torvale.
                                             Using considerable effort to stir unrest.

     Ambassadress      Kathyrin Skyborne     The Amazons village at PL in Amberland.
                                             Awaiting further orders.

     Fool              Memistoph             The Amazons town at QA in Torvale.
                                             Has successfully entertained the court: influence up.

     Agent 7           Alana the Wolf        The Amazons town at QA in Torvale.
                                             Completed his assigned training.

     Agent 5           Marno                 The Amazons town at QA in Torvale.
                                             Awaiting further orders.

     Agent 2           Falcon                The Amazons town at QA in Torvale.
                                             Awaiting further orders.

     Agent 2           Redmained Wolf        The Amazons town at SO in Arcania.
                                             Awaiting further orders.

     Fanatic 2         David                 The Amazons town at QA in Torvale.
                                             Awaiting further orders.

     Agent 1           Whitewolf             The Amazons village at PL in Amberland.
                                             Awaiting further orders.

     High Priestess    Quenia                The Amazons town at QA in Torvale.
                                             Awaiting further orders. She is in Good health.


Queen Tylia Windwalker has influence 12.60

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


Amazons Regional Summary:

                                     Regional        Reaction        Controlling
            Region                   Influence       Level           Kingdom

         Oakendell (1)               Unestablished   Suspicious      Druid
         Northern Mists (2)          Unestablished   Suspicious      Necromancer
         Talking Mountains (3)       Unestablished   Suspicious      Warlock
         Torvale (4)                 Significant     Friendly        Underworld
         Amberland (5)               Minor           Tolerant        NA
         Eastern Steppes (6)         Unestablished   Suspicious      Demon Princes
         Runnimede (7)               Unestablished   Suspicious      NA
         Arcania (8)                 Minor           Tolerant        Illusionist
         Synisvania (9)              Unestablished   Suspicious      Lizard Men
         Southern Sands (10)         Unestablished   Suspicious      Ancient Ones

Activities of the High Council

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

     The Ancient Ones Kingdom Put This Motion Before The Esteemed High Council:
     In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
     Ancient Ones 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:

                Ancient Ones          Yea      
                Gnome                 Abstain  
                Lizard Men            Abstain  
                Tyrant                Abstain  

              The Motion Passed.


          The New Issue Before The Council:

     The Ancient Ones Kingdom Put This Motion Before The Esteemed High Council:
     In Recognition Of His Magnanimous Policies And Peace-Seeking Intentions We Move That The
     Ancient Ones 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  AN  DE  DU  GN  IL  LI  NE  SA  TY  UN  WA 
             AM  |   |   |   |   |   |   |   |   |   |   |   |   |
             AN  |   |   |   |   |   |   |   |   |   |   |   |   |
             DE  |   |   |   |   |   |   |   |   |   |   |   |   |
             DU  |   |   |   |   |   |   |   |   |   |   |   |   |
             GN  |   |   |   |   |   |   |   |   |   |   |   |   |
             IL  |   |   |   |   |   |   |   |   |   |   |   |   |
             LI  |   |   |   |   |   |   |   |   |   |   |   |   |
             NE  |   |   |   |   |   |   |   |   |   |   |   |   |
             SA  |   |   |   |   |   |   |   |   |   |   |   |   |
             TY  |   |   |   |   |   |   |   |   |   |   |   |   |
             UN  |   |   |   |   |   |   |   |   |   |   |   |   |
             WA  |   |   |   |   |   |   |   |   |   |   |   |   |
                  AM  AN  DE  DU  GN  IL  LI  NE  SA  TY  UN  WA 

Military Encounters and Group Readiness:

     Reports of our Military engagements:

Attack by the 1st Amazons small division on the Underworld village of Greenwood,
located in area KA of Torvale:
      
        Scouts had reported earlier that Greenwood offered a deep stream protecting one face,
     and a solid, bulwark on the other three. At the first light of dawn, Marshal Foxrunner
     commanded his 1st Amazons small division to engage the village. Due to the industrious
     nature of the Underworld, the village's battlements were reinforced against an attack. The
     1st Amazons group proudly led the Amazons'. As the attackers swept over the open
     battlefield, the first missiles sang out. Early in the battle, defending missilers were
     able to disrupt the first ranks of the invaders. The Amazons lines caused appreciable
     losses upon the village's garrison. Amazons mages dismounted scarcely beyond the range of
     defending bowmen and began an incomprehensible incantation. The Amazons Mysteria (Power-2)
     was not a factor in the battle. Adept Phoebie Night incanted in a low forceful tone which
     caused his image to disappear from the battlefield! The Amazons mages dealt out negligible
     losses upon the protectors. In the initial minutes of battle, defending missilers were
     able to eliminate entire companies of the attacking force. The Amazons lines claimed
     devastating damage upon the village's garrison. As the battle developed, it was learned
     that the industrious nature of the skilled craftsmen bolstered the defense much greater
     than earlier reported. Within a few hours, the village defenses were obliterated and an
     unconditional surrender was offered. The Amazons banner now waves nobly in Greenwood!
     Amazons casualties were put at 24.82%. All Amazons leaders survived the battle. All the
     Amazons wizards survived the fray. An Amazons brigade of Regular experience battled
     valorously and have been elevated to Veteran level. The troops are eager for more
     victories: morale is up! 


     Results of our Military maneuvers:

     1st Amazons            The Adept Phoebie Night cast the self invisible spell for protection.

     4th Amazons            Successfully sailed as ordered to area QA.
                            During movement we passed a Amazons town at QA.

     1st Amazons            Group ordered to force march to destination (starting with area QC).

     1st Amazons            Successfully sailed as ordered to area QC.
                            During movement we passed a Underworld city at QC.

     2nd Amazons            Successfully flew as ordered to area DQ.
                            During movement we passed a Druid town at GN, Demon Princes village at GP,
                            Necromancer town at EQ.

     3rd Amazons            Successfully moved as ordered to area OC.
                            During movement we passed no population centers.

     Seapower               Sea power in the sea of Mystery has been increased (2 fleets) while naval
                            quality improved.

     1st Amazons            At the end of the month, due to our kingdom's special healing abilities,
                            attrition within this group was reduced.

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

     3rd Amazons            The encouraging greetings of the friendly region's populace pleased the
                            group and increased it's morale.

     4th Amazons            The more relaxed surroundings of a friendly region has increased the morale
                            of the group.


     Military Group Status:

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

     1st AMAZONS              "Sisters of the Horse"      Decorations: 
     {Masked}
     Location: QC  The Underworld city of Meridon is here in the plains of Torvale.

     Morale: 102%   Attrition: 33.2%  Terrain Modifier: +20%   Defense: Above Average
     Estimated total value in terrain: 
12,739
Estimated value vs. PC:
7,371

     By phase (excluding tactics, magic, and artifacts):
     LR Missile: 
1,061
SR Missile:
1,784
Charge:
3,277
Melee:
6,615
Storm:
2,493

     Force composition (Division):

                   Leadership                            Spell Casters
                   Marshal Foxrunner                     Power-2 Mysteria
                   Commander Lioness                     Adept Phoebie Night
                   Captain Major Evor Starburst          

     Artifacts: Valyrian Steel

     Order of Battle:

     Brigade Type        Experience     Number     Morale     Attrition     Defense

     Amazons              Veteran          1        103%        28.9%       Good
     Amazons              Regular          1        102%        28.9%       Above Average
     Wildlings            Veteran          1        102%        42.0%       Above Average

                                                                Battles
     Leader                                Decorations          Fought      Won    Sightings
      Marshal Foxrunner                                            2          2        0
      Commander Lioness                                            2          2        0
      Captain Major Evor Starburst                                 2          2        0


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

     2nd AMAZONS              "Mares of the High Plains"      Decorations: 

     Location: DQ in the forest of Northern Mists.

     Morale: 100%   Attrition: 0%     Terrain Modifier: 0%     Defense: N/A
     Estimated total value in terrain: 
0
Estimated value vs. PC:
0

     Force composition (Patrol):

                   Leadership                            Spell Casters
                   General The Spear                     Power-1 Hag of Agmar
                   General Windrider                     
                   Centurion Daughter of Sun             

     Artifacts: Last Herd of Winged Stallions

                                                                Battles
     Leader                                Decorations          Fought      Won    Sightings
      General The Spear                                            0          0        1
      General Windrider                                            0          0        1
      Centurion Daughter of Sun                                    0          0        1

     Encounters:
     There is a Fine class unusual sighting here.

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

     3rd AMAZONS              "The Stampede"            Decorations: 
     {Masked}
     Location: OC in the plains of Torvale.

     Morale: 108%   Attrition: 0%     Terrain Modifier: +20%   Defense: Above Average
     Estimated total value in terrain: 
4,185
Estimated value vs. PC:
2,472

     By phase (excluding tactics, magic, and artifacts):
     LR Missile: 
405
SR Missile:
607
Charge:
1,147
Melee:
2,025
Storm:
805

     Force composition (Brigade):

                   Leadership                            Spell Casters
                   Captain Major Mare of Torvale         Power-1 Aryia

     Artifacts: None

     Order of Battle:

     Brigade Type        Experience     Number     Morale     Attrition     Defense

     Amazons              Regular          1        108%           0%       Above Average

                                                                Battles
     Leader                                Decorations          Fought      Won    Sightings
      Captain Major Mare of Torvale                                0          0        0

     Encounters:
     There is an Enigma class unusual sighting here.

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

     4th AMAZONS              "Wind and Sun"            Decorations: 

     Location: QA  The Amazons town of Tal Kyrte is here in the sea of Torvale.

     Morale: 106%   Attrition: 0%     Terrain Modifier: 0%     Defense: Above Average
     Estimated total value in terrain: 
3,285
Estimated value vs. PC:
2,278

     By phase (excluding tactics, magic, and artifacts):
     LR Missile: 
317
SR Missile:
476
Charge:
900
Melee:
1,588
Storm:
741

     Force composition (Brigade):

     Artifacts: None

     Order of Battle:

     Brigade Type        Experience     Number     Morale     Attrition     Defense

     Amazons              Regular          1        106%           0%       Above Average


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

     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       0     10.0    Barges                                      At port
     Foreboding     2     10.0    Barges                                      At port
     Mystery        5     10.8    Barges                                      Sailing with 1AM
     Terror         0     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

          Torvale             QC    Underworld      City       Meridon           24,201
          Torvale             QA    Amazons         Town       Tal Kyrte         11,385 Capital,Hidden


        Report of unusual sighting by the 2nd Amazons group:

          Covered with dirt and grime and appearing not to have slept for days the forward
          patrol, obviously exhausted yet marching erect and in perfect formation,
          explained to the duty-officer the particulars of their uncommon discovery in
          area DQ. This encounter is of Fine difficulty.


        Report of unusual sighting by the 3rd Amazons group:

          Covered with dirt and grime and appearing not to have slept for days the forward
          patrol, obviously exhausted yet marching erect and in perfect formation,
          explained to the duty-officer the particulars of their uncommon discovery in
          area OC. This encounter is of Enigma difficulty.


        Our groups are opposite the following groups:

          Region             Area   Group I.D.       Size             Leader



        Our population centers reported the presence of the following groups:

          PC Name            Area    Size       Group I.D.      Leader

          Tal Kyrte           QA     Brigade       4AM          NA


        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:

     Trade                We traded at open market prices: 42,000 food for 14,000 gold.


     Production collected this month:

                                               Base     Adjusted
       Reg Area  Name               Type      Defense   Defense   Census    Food     Gold    Other

         4  QA  Tal Kyrte           Town       10,350    11,385   36,385    3,854    9,864   Capital, Hidden
                Possesses: Temple, Glyph of Concealment, Scrying Mirror
         8  SO  Keldimar            Town       10,095    11,105   26,859    2,945   10,348     NA
         4  NG  Landis Span         Village     2,729     3,548   16,477   10,722    2,452     NA
         5  PL  Calenron            Village     2,973     3,270   15,547    8,035    2,856     NA
         4  KA  Greenwood           Village     2,637     2,901   16,988    8,137    2,708     NA
         4  NB  Gevi Nabro          Village     2,161     2,809   17,501    9,707    2,409     NA
                                                                 -------  -------  -------
                                                                 129,757   43,400   30,637
                                                                 =======  =======  =======
     Our forecast for next month:

                                               Base     Adjusted
       Reg Area  Name               Type      Defense   Defense   Census    Food     Gold    Other

         4  QA  Tal Kyrte           Town       10,350    11,385   36,385      964    4,932   Capital, Hidden
                Possesses: Temple, Glyph of Concealment, Scrying Mirror
         8  SO  Keldimar            Town       10,095    11,105   26,859    2,945   10,348     NA
         4  NG  Landis Span         Village     2,729     3,548   16,477    2,681    1,226     NA
         5  PL  Calenron            Village     2,973     3,270   15,547    2,009    1,428     NA
         4  KA  Greenwood           Village     2,637     2,901   16,988    2,034    1,354     NA
         4  NB  Gevi Nabro          Village     2,161     2,809   17,501    2,426    1,205     NA
                                                                 -------  -------  -------
                                                                 129,757   13,059   20,493
                                                                 =======  =======  =======

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


     Production and Consumption Ledger for this month:

          Description                                 Food           Gold

          Beginning Amount                            33,784          8,828

          Add This Period's Production                43,400         30,637
          Results Of Trade And Other Sources         -42,000         14,000
                                                 -----------    -----------
             Amounts Available After Trading          35,184         53,465
                                                 -----------    -----------
          Less Military Group Consumption             -8,500         -8,100
                                                 -----------    -----------
             Available After Group Consumption        26,684         45,365
          Amounts Used Executing Orders                    0        -39,000
          Amounts From Late Sources                        0              0
          Food Spoilage                               -5,337              0
                                                 ===========    ===========
             Ending Amounts                           21,347          6,365
                                                 ===========    ===========


          Estimated group consumption next month:     11,900         11,500

          Estimated food and gold consumption next turn includes reinforcements.

Matters Covert, Esoteric and General:

     Entity                 Result

     Agents                 Our current maximum agent training level is 9.
                            The global cost of training an agent is 5,000 gold.
                            Our cost (with traits) of training an agent is 5,000 gold.
                            Agents may be promoted 3 additional levels with successful missions.

     Research               Our magical research cost is 11,000 gold per level.
                             

     Kidnap                 An attempt was made to kidnap the Amazons Countess Nim of the Glade: The
                            target was protected by an agent team on guard in addition to regular
                            security. Guards were alerted to the presence of foreign agents and
                            prevented their activity in the area. Marno was promoted as a result of the
                            successful guard mission. As the foreign agents retreated, guards were
                            unable to capture them. 

     Kidnap                 Governess Sandrana was kidnapped! The perpetrators were very good: security
                            never detected the presence of enemy agents. 

     Kidnap                 An attempt was made to kidnap the Amazons Governor Rorhanz: Normal security
                            was present, however, no agent on counter espionage was noted in the area.
                            Security rushed to the scene and prevented enemy agents from their mission.
                            As the foreign agents retreated, guards were unable to capture them. 

     1st Amazons            The Power-2 wizard Mysteria cast the ward spell.
                            The wizard feels confident his ward spell will protect Duchess Venusia
                            well.

     2nd Amazons            The Power-1 wizard Hag of Agmar cast the raven familiar spell.

We possess the following artifacts:

                                            Short                                       Status Points
          Full Name                         Name   Possessor                Type        Interim/Final

          Last Herd of Winged Stallions     23595  2nd Amazons              Benevolent    100 / 400 
            Last Herd of Winged Stallions enable a division sized force (up to 5 brigades) the
            power of flight. Any destination within 7 areas (except water) can be reached: use
            Order #727, put group id in Column "A" and destination in Column "B". Groups with
            flight are not affected by Earthquake, Flash Flood, or Wall of Flame spells and
            gain a +20% bonus when attacking a popcenter (over defending walls). Flying groups
            also gain +2 to their intercept range (max 5 radius) and receive a L1 recon of
            their location.

          Scrying Mirror                    47448  Town Of Tal Kyrte        Special         0 / 0   
            Acts as a Palantir artifact, L1 recon, use Order #972, put the short name in
            Column "A", area to be viewed in Column "B", no range limit

          Valyrian Steel                    10141  1st Amazons              Special         0 / 0   
            Gives a party +12 points to their group strength value when investigating Unusual
            Encounters


Spies on reconnaissance discovered the following information:


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

          2AM      0     2   DQ   General The Spear               Hag of Agmar (Power-1)  
                                  General Windrider               NA                      
                                  Centurion Daughter of Sun       NA                      
          3AM      1     4   OC   Captain Major Mare of Torvale   Aryia (Power-1)         
                                  NA                              NA                      
                                  NA                              NA                      
          4AM      1     4   QA   NA                              NA                      
                                  NA                              NA                      
                                  NA                              NA                      
          1AM      3     4   QC   Marshal Foxrunner               Mysteria (Power-2)      
                                  Commander Lioness               Phoebie Night (Adept)   
                                  Captain Major Evor Starburst    NA                      


                          *** Population Centers: ***

          Reg Area Banner     Name       Type   Defense   Census    Food     Gold     Other

           4   QC  Underworld Meridon    City    24,201   63,250   -4,590   24,031      NA
           5   NK  Neutral    Avalon     City    19,858   60,378   -5,100   23,312      NA
           4   QA  Amazons    Tal Kyrte  Town    11,385   36,385    3,854    9,864  Capital Hidden Temple Glyph of Concealment


                             *** Emissaries: ***

          Kng Rank           Name                 Area Pop-Name    Other

          AM  Governess      Phantom of Plains     NK  Avalon      Awaiting further orders.
          SA  Duke           Sandros the Scarred   NK  Avalon      Succeeded in triggering a rebellion of the local populace.
          SA  Count          Ivanhoe               NK  Avalon      Using considerable effort to stir unrest.
          AM  Queen          Tylia Windwalker      QA  Tal Kyrte   Awaiting further orders.
          AM  Fool           Memistoph             QA  Tal Kyrte   Has successfully entertained the court: influence up.
          AM  Agent 7        Alana the Wolf        QA  Tal Kyrte   Completed his assigned training.
          AM  Agent 5        Marno                 QA  Tal Kyrte   Awaiting further orders.
          AM  Agent 2        Falcon                QA  Tal Kyrte   Awaiting further orders.
          AM  Fanatic 2      David                 QA  Tal Kyrte   Awaiting further orders.
          AM  High Priestess Quenia                QA  Tal Kyrte   Awaiting further orders. 
          AM  Duchess        Venusia               QC  Meridon     Succeeded in catalyzing the people here to join our kingdom.
          AM  Countess       Nim of the Glade      QC  Meridon     Using considerable effort to stir unrest.
          AM  Governor       Rorhanz               QC  Meridon     Using considerable effort to stir unrest.
          UN  Duke           Wang Zhi              QC  Meridon     Succeeded in catalyzing the people here to join our kingdom.


                               *** Artifacts: ***

         Area  Possessor             Full Name                        Short Name

          DQ   2nd Amazons           Last Herd of Winged Stallions      23595
          QA   Town Of Tal Kyrte     Scrying Mirror                     47448
          QC   1st Amazons           Valyrian Steel                     10141


                              *** Encounters: ***

         Area      Description

          DQ       Something of interest was discovered that requires further investigation.
          OC       Something of interest was discovered that requires further investigation.


     Additional intelligence for your eyes only:

          Entity                Result

          Trackers              Searching the area DQ more carefully has revealed that
                                this encounter is of Fine difficulty.

          Trackers              Searching the area OC more carefully has revealed that
                                this encounter is of Enigma difficulty.


In Memorium Emissaries No Longer at Court

              Title                Name                    Turn Lost

             Governess            Sandrana                     4


Our Early Strategic Objectives for this Contest:

          Control a region                                              worth 2 points.
          Own 2 or more artifacts                                       worth 1 point.
          Field 6 or more Generals or better military leaders           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+ regions), Usurper (control 3+
          and substantial or better in 2+ regions), or by Lion's Share (most status points
          at the end of the game).

We issued the following commands for the turn just completed:

      Order     A       B       C       D       E       F       G       H       I       J     Gold
      ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
        91   1AM     PH                                                                            0
       150   1AM             2                                                                     0
       200   F       42000                                                                         0
       301   1AM     MY      AM      VE                                                            0
       315   RO                                                                                2,000
       315   SA                                                                                    0
       315   NI                                                                                4,000
       330   VE                                                                                5,000
       710   1AM     LB      MC      NC      OC      PC      QC                                    0
       710   4AM     RC      RB      QA                                                            0
       720   2AM     HM      GN      GO      GP      FQ      EQ      DQ                            0
       720   3AM     KE      LE      MD      NC      OC                                            0
       748   M       10000   2       QA      PA                                               20,000
       888   2AM     HA      NK                                                                    0

We also executed the following Standing Orders:

      Order     A       B       C       D       E       F       G       H       I       J     Gold
      ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- -------
       483   ME                                                                                3,000
       500   AL                                                                                5,000

Power-0 Spells for the Amazons

     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 Amazons

     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). This spell will allow the wizard to
      contribute his full level to the encounter with the normal risk of dying.


     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 Amazons

     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:    Fear                                     Spell #:  107

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


     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 5% per wizard level up to 25% for the 
      duration of the combat. Your group must battle the target group or pop center 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:    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). This spell will allow the wizard to
      contribute his full level to the encounter with the normal risk of dying.


     Name:    Bridge Of Mist                           Spell #:  133

      A patrol investigating a 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). This spell will
      allow the wizard to contribute his full level to the encounter with the normal risk
      of dying.


     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:    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:    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:    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:    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:    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.


     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.