Fantasy Kingdoms of Alamaze

Take control of one of the 32 unique kingdoms, ruling over a fledgling kingdom destined for glory at your hands. Each kingdom has its strengths, weaknesses, and strategies but all have potential for victory so choose carefully.

The Experimental Studies of the Alchemist (AL)

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Experimenting with chemical compounds enables us to develop unique items to aid us against others. Our ability to transmute certain resources into gold may provide the necessary funds to develop certain aspects of our kingdom. Gunpowder, a rare and valuable resource, is only available to our kingdom and may be used to manufacture unique items. All things considered, Lead Researcher, your opportunity for great glory is inevitable.

From Your Prime Minister:

Experimenting with chemical compounds enables us to develop unique items to aid us against others. Our ability to transmute certain resources into gold may provide the necessary funds to develop certain aspects of our kingdom. Gunpowder, a rare and valuable resource, is only available to our kingdom and may be used to manufacture unique items. All things considered, Lead Researcher, your opportunity for great glory is inevitable.

The Realm of the Amazon Matriarchy (AM)

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The Amazons are a thriving nation defined by their troops of warrior women and dedication to the gods. They are not an ancient kingdom by any means, having obtained their lands by defeat of the Westmen Dynasty in previous centuries, yet they still adhere to many of the old, wild traditions, such as hunting wild game from horseback. Known primarily for their all female army, the Amazons are not to be trifled with, having achieved mastery of advanced army tactics and over the plains themselves which they call home.

Though they are a proud people, the Amazons are also highly secretive, having carefully hidden their capital from the prying eyes of any who dare approach. They also are well known for their skilled trackers, who have the keen eyes to detect nearly anything not rendered entirely invisible. Paired with their expert archers, who have additional capabilities in the forests and mountains, and a survivability unmatched by most of the other kingdoms, the Amazons are a force to be reckoned with on and off the battlefield.

However, beneath their domineering exterior is a king who is afraid of thunder, and a queen that seems less than interested in her matrimonial duties. In spite—or perhaps in direct defiance of the weakness of their current leadership—the Amazons are always prepared to defend their home with secrecy and subterfuge. If that fails, the point of a spear will do just as well.

From Your High Councilor:

We Amazons are not an ancient people, but established our kingdom by defeating the Westmen dynasty centuries ago. While we retain our wild ways including hunting from horseback, we have adapted the characteristics of other civilizations including a stable political system. Our belief in our gods is paramount, as is the training of our all women army. We do retain the services of various male Companion units, civilized and otherwise, and are entitled under treaty to recruit brigades of Westmen from towns and cities we control in times of need. Our Secrecy grants us a hidden capital, that may be in any terrain. We have mastery in the plains, and stand alone in that regard: those abilities will be important to our success, Holy Mother.






The Secret Servants of the Ancient Ones (AN)

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The Ancient Ones were not even known to exist until correlations in events throughout history recently proved the existence of a behind-the-scenes power. Led by their Archon, this mysterious cult manipulates others to maintain order in the world, subverting the efforts of those more powerful kingdoms who would intimidate and conquer the weaker. There are only a handful of these beings, but they seem nearly immortal. Little else is known of them. The Ancient Ones are a non-traditional position requiring a lot of skill and inter-player diplomacy.

From Your Prime Minister:

Great Archon of The Ancient Ones, you face a number of challenges, and will be called upon to exhibit some of the craftiest, most subtle, yet strategically decisive plans of any kingdom. Perhaps more than any other kingdom, you can use your many special abilities to aid your allies and create unique difficulties for your adversaries. Though your political power and special abilities are great, you should not risk becoming the enemy of too many kings.

The Dark Skies of the Black Dragons (BL)

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The Black Dragons are the swiftest moving of all the kingdoms. While not as individually as imposing as their enemy, the Red Dragons, they are never-the-less a potent military force with their ability to hit fast and avoid major damage from all but the best-prepared opponents. They have historically been known to occupy gold-rich areas and have developed a good political base to help offset their more military-orientated enemy. A player who enjoys great mobility and some ability to dictate play through suddenness, being able to react quickly and utilize finesse in play will enjoy the advantages of the Black Dragon.

The Onyx Imperium of the Dark Elves (DA)

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The Dark Elven Onyx Imperium remains one of the most rigid and enduring feudal societies. Imperial succession, however, is often perilous. The Dark Imperium is well respected by friends and foes alike for having an array of strengths, including persuasive statesmen, impressive wizards, clever agents and a well-balanced military featuring black mailed and skilled medium cavalry. They are infamous for their hatred of their distant cousins, the High Elves of the Golden Wood. The new Imperator seems determined to overcome the problems of a beleaguered economy and a relatively small military in order to expand greatly upon the frontiers of the Dark Imperium. Players who enjoy a balanced kingdom with a tinge of menace will enjoy the role of Dark Imperator.

The Seven Hells of the Demon Princes (DE)

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The minions of the Demon Princes are men. The Demon Princes themselves, however, are certainly not. They are hell-born demons who appear to have always diametrically opposed the Ancient Ones. They are terrible in their wrath and conquer through fear and intimidation. Able to travel inter-dimensionally, walls are of no use against them, and the fear they create just through their presence. Their military at the outset is middling to poor. The focus instead is the Demon Princes themselves. The Seven Hells of the Demon Princes are among the most feared kingdoms, due in large part to the ability of the Demon Princes to appear anywhere in Alamaze through teleportation (“gating”). However, the kingdom is not overpowering, and a successful player will be skillful and devious.

The Dwarven Lords of the Talking Mountains (DW)

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The Dwarves are an ancient people of Alamaze. Skilled with axe and stone, they remain nearly unbeatable in their native mountains. They are somewhat hampered by their limited mobility in open terrain and are possessed of scant navy or cavalry. There remains much heritage in the Dwarven ruling line, and the venerable Dwarven king's influence is well-established. Dwarves enjoy some magic resistance, and the Dwarven Lords can typically be relied upon to mine effectively for gold. The Dwarven infantry is well-armed, and its soldiers are steady under fire. The Dwarven Lords is not an easy nut for foes to crack, and players who enjoy a more cautious approach and the patience to develop a strong foundation will enjoy ruling as the Dwarven King.

The High Elves of the Golden Woods (EL)

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The High Elven Lord rules the Northwestern Forest and likely could rule any other forest his people enter as well. The history of the High Elves is the longest of all peoples save the Dragons, and some of its great heroes survive today, including its great Marshal Glorin, leader of its military. The Elven army relies heavily on its experienced bowmen, and secondly on its noble cavalry. Elven numbers are not great, however. The Elven king is well respected, if not well liked everywhere, and his counsel is often sought. The Elven position in Alamaze has enjoyed much stability through the centuries. The High Elves are typically a cornerstone of any good alliance, and they enjoy balance and very high advantages in forest terrain, and their bowmen are likely the best.

The Stone Giants above the Trembling Ground (GI)

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The Stone Giants have historically been detached from the affairs of the other kingdoms, and little is known of their history. The Giants vary from 7' to 15' in height, with 9' being about average. No sane commander would challenge them with even numbers, and they are likely the most powerful military in Alamaze. The Giants, though, are not numerous. The current Giant king is quite a colorful figure and has dramatically increased his influence and has ambitious plans for the formally isolationist giants. Giants have some resistance to certain magics and to assassination. The Stone Giant player is typically in a central position and so is on the minds of most opposing kings, though not many would wish to attack the Giants on their own. The geography dictates a willingness to be active in diplomacy, but the Giants can pack a wallop and should find kingdoms eager to be allies.

The Great Gnomish Bastions of Alchemy (GN)

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The Gnomes are believed to populate the southwestern mountains of Alamaze. Like their Dwarven cousins, they are a wealthy kingdom. Unlike the Dwarves, however, the Gnomes are known to have developed a keen interest in magic. Historically the Gnomes have been lightly regarded, and their military is not among the strong. The current king resents this impression and feels the time has come for more of Alamaze to benefit from Gnomish culture. With the gold to fund research or develop either greater political power or a reasonable military, the Grand Councilor of the Gnomes has many strategic possibilities, although an outright military conquest is not as likely.

The Rangers of the Frontier Marches (RA)

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The Rangers of the Frontier Marches historically have been devoted to protecting their charges rather than to seeking expansion of its rather small realm. The current political climate in Alamaze indicates this may soon change, however. The Ranger Lord of the Marches has expressed discontent at the increasing number of skirmishes in the lands around his territory, and the lack of a power strong enough to maintain order throughout the land. It is felt by many that he may take this role upon himself. Although their military is not great in number, the Rangers' fighting ability and leadership are well respected by all in all terrains, their mobility is very good, their magic capability is above average, and they have several special military abilities. The Rangers require a bold approach as it is important, they get off to a good start, perhaps recovering artifacts and achieving their Early Strategic Objective, which enhances their opportunities for victory significantly.

The Reign of Terror of the Red Dragons (RD)

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The Red Dragons are the largest, most powerful creatures in Alamaze. But they are even fewer in number and somewhat slower moving than their hated rivals, the Black Dragons. Only the foolhardiest foe would dare to engage the Red Dragon without greatly outnumbering him. With the power of flight like the Black Dragons, the Red Dragons enjoy tremendous mobility without relying on magic. They have some special abilities that emphasize the terror they instill. They can recruit Winged Beasts who fly instead of the typical recruits. The Red Dragons are about as subtle as dragon fire, but a player who is The Rex must be careful to protect those precious dragons and not squander them needlessly. The Reign of Terror is a military power above all.

The Hidden Realm of the Unseen Sorcerer (SO)

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The Sorcerer is regarded as the most accomplished wizard remaining in Alamaze since the passing of the Dark Mage at the end of the last age. At least one of his rivals will dispute that claim. The Unseen Sorcerer is thought to have a broader array of mid-Power spells gained earlier in progression than other kingdoms. The military he commands is of suspect reputation that is, without his presence on the battlefield. The lands now under his control are uncertain, but none but the foolish will take lightly the Sorcerer. The real intentions of this arcane master are currently unknown. Focused ultimately on magic development, the Unseen Sorcerer player must use skill to ensure he has the resources to prosper into the mid-game. Diplomacy and trade may be useful tools.

The Damned Lands of the Tyrant (TY)

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The Tyrant has risen to contest the rulership of Alamaze. Formerly considered far too few to make an impact, they are now gathering at an alarming rate. They are weak but numerous in combat but are initially limited politically, economically, and magically. The Tyrant has a number of special abilities and orders related to the nature of their varied troops, their numerous military is cheap to maintain, and rumor has it a dark wraith is in thrall to its chieftain. Time seems to be on the side of the Tyrant who seeks dominion over all Alamaze. The Tyrant player has a different sort of military kingdom: one that gets stronger with time, whereas most military powers act quickly before magic overwhelms them. A player who enjoys building a strong military will like playing as the Tyrant.

The Shadow Brotherhood of the Underworld (UN)

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The Shadow Brotherhood of the Underworld has historically been regarded more as a guild for thieves and assassins, not a legitimate kingdom. That perception has slowly been changed until now the current Shadow Master of this underground network is believed strong enough to dramatically affect future events for all kingdoms. As the Brotherhood controls access to and training of all agents, the Underworld has many covert special abilities, and they undoubtedly possess the greatest agents. Their military and political strength are thought below average, but their economy and magic potential are good. The Shadow Brotherhood plays quite differently from other kingdoms and is ideal for the player who relishes the covert aspects of Alamaze and the chaos it causes for others.

The Fiery Reach of the Red Warlock (WA)

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The Red Warlock actively opposed the Dark Mage in the great struggle marking the passing of the last Age. He has reasonable regional reactions from the many peoples of Alamaze. He is believed to harbor his strength in the central regions of the continent. His military is regarded as adequate and adaptable. However, magic, and battle magic, are the Red Warlock's forte, with very low research cost and very high-Power capability. His covert capabilities are also reasonable. Players who like to feature battle magic in their battles will enjoy the role of the Red Warlock. Planning will be important to carve out a reasonable territory to gain a favorable foothold.

The Necromancer’s Empire of Doom (NE)

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A terrible rumor has recently begun. Even if the likelihood of its validity is remote, it is worthy of attention. For if it is true that the Dark Mage has not left Alamaze, but survived and is now in the form of the one called the Necromancer, there is cause for great concern. Though little of substance is known of this new wizard from around the Northern Mists, reliable sources indicate his military is well trained and equipped. He is likely the most powerful spellcaster at the onset of the campaign, and with the most powerful end-game spells he is formidable indeed, but the Eternal Eye’s specter-like form has increased the cost of magic research relative to his magical rivals. Capable of impressive magic from the onset, and with a better military than some magically oriented kingdoms, the Eternal Eye player can make a quick impact in Alamaze if he so chooses.

 

The Legendary Civilization of the Atlanteans (AT)

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While we were mere legends and myths to the people of past ages, Alamaze will tremble as they realize Atlanteans are indeed real, and powerful. We will gain dominance perhaps first at sea, and then at land. Our initial strengths are important and defensively neigh impregnable, with a hidden capital, likely at sea, while our powerful navy with Mastery at sea will slice apart any foes attempting to discover it. As might our ability to Summon a Kraken when our wizards rise in power. We have a strong noble court from our Feudal society. We can retain powerful companions if desired in our land campaigns. We are a balanced, powerful kingdom, Imperator, to be feared at sea. You might consider diplomatic arrangements to acquire sea ports in the seas we do not possess them.

The Cimmerian Nation from the North (CI)

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We Cimmerians are proud warriors. We care not much for wizardry, but we are strong, bold, clever, and feared. We have learned more tactics than any kingdom, and can execute them in a variety of terrains and conditions. While our agents are good at their craft, they too are strong. If our personalities are captured, they have a good chance to escape. Our longboats can evade at Sea. If our strategy can match our tactics, we should be able to field a formidable force that others would fear.

The Everlasting Night of the Deathknights (DK)

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The Everlasting Night of the Deathknights is dreadful for all living things. Our military is much respected and feared by all throughout the realm for having an array of strengths amongst its well-balanced military. All will comply with our rule!

The Domain of the Great Druid (DU)

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Great Druid, you are supreme in magic, especially natural magic. Our Druids will key our success, but we also have great latitude in the number of Companions that will join our cause that are denizens of the wild lands. Our construction of the Druid's Grove will see to our food supply in most cases. We should take advantage of our early use to gain Eagle and Dire Wolf familiar to both gain intelligence and safeguard our groups. We are not a nautical power. As the leading power in Nature, our Mastery in the forest will be most helpful. If we avoid major mistakes early, we should grow into an important power by mid-campaign.

The Encompassing Realm of the Fairy Folk (FF)

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Noble Queen of The Fairy Folk of the Forest, hear my counsel. As is well known, our military is not the strongest, or the bravest, however we are great in numbers to overwhelm our foes. Our skill in the arcane arts is well respected among all.

The Lost Assembly of the Forgotten (FO)

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The Forgotten are the result of failed wizard experimentation from a time long ago. No one knows how many are their number, but now, they have arisen from obscurity to lay claim to the realm. The Forgotten are not Evil, but many mistaken them as such due to their misshaped and grotesque forms. The Forgotten were ignored by all in the past, but not any longer. We will rule this land that have exiled us.

The Expanse of the Free Traders (FT)

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Sire, let us exploit our vast experience in avoiding foreign entanglements and wars. We have a clear path to becoming an economic power, and our abilities should make it relatively easy to attract allies. We may need to invest in Companions when available and recruited brigades to deter invasion, but that done, kingdoms may seek us out as trading partners. Additionally, we have an impressive array of Traits, more than any other kingdom. Master Trader, we are a different type of kingdom that must use imagination and diplomacy, but we will have a unique experience rising to power.

The Commonwealth of the Halflings (HA)

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Sire, let us exploit our great economic knowledge and avoid foreign entanglements and wars. We have a clear path to becoming an economic power, and our abilities should make it relatively easy to attract allies. We may need to invest in Companions when available and recruited brigades to deter invasion, but that done, kingdoms may seek us out as trading partners. Additionally, we have an impressive array of Traits and Special Orders. We have friends in a Power 3 wizard and Marshal that we were otherwise unlikely to see for some time. Great Leader, we are a different type of kingdom that must use imagination and diplomacy, but we will have a unique experience rising to power.

The Sphere of the Illusionist (IL)

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Grand Illusionist, your title says it all. Master of illusion, our strength is in your magic Supremacy, as well as the many important spells you gain earlier than your rivals, and interesting special orders and abilities. Our traits provide a hidden capital, agent bonuses, trading and some economic manipulation. We can move nearly undetected. Surprise should work in our favor. Exploit our magic advantages and agent advantages. Try to use guerilla tactics militarily rather than slug it out. Tend to the development of your adepts and lesser wizards. Our foes may never see us coming.

The Empire of the Lizard Kings (LI)

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We are the Eldar Race of Alamaze, though we were recovering and evolving during the 2nd Cycle. Our subjugation of the Swampmen, who now are our servants, helped build back our kingdom. The humanoid races do not respect us, but they will, they will, Great Lizard King. We are Advantaged in magic and beyond that, gain many spells at an early level. We have very good agents, our High Priestess can be powerful and quick, our soldiers track and are Ruthless. We can heal. We, under your wise guidance, shall rise to dominate this old land where we first ruled.

The Vile Culture of the Lycans (LY)

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We are the new ruling order of the realm. Our subjugation of others and of their conversion to our kingdom after being infected with lycanthrope, will grow in power. The humanoid races do not respect us, but they will, great Overlord. We have Mastery skill in magic to supplement our forces. We have very good agents that will aid our efforts. We, under your wise guidance, shall rise to dominate this land where all will submit.

The Great Nomadic Hegemony (NO)

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We have not generated fear among our rivals, who consider us backward and undisciplined. Yet we are a united people with several distinct advantages, not least of all is Supremacy in the desert, and the ability to construct a Hidden Oasis, securing most of our food supply even in harsh summers. A summer campaign provides us special advantages. Our Scorpions are an intimidating Companion, and Great Bats in numbers could fly and conquer villages. Our magic is good, and we are a stealthy army, able to conceal our numbers easily. We have a great array of traits that may surprise our opponent in their robustness.

The Pirates of Avalon and Beyond (PI)

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We are adventurers, seekers of treasure and plunder, shady deal makers, expert spies, captains of the sea. Grand Admiral, we will not have a typical path to victory. We must be creative, we likely need to find a strong and reliable ally, while we exploit our strengths to control seas, although we must beware the Atlantians in some. We hve a head start on pursuit of some artifacts we have maps for. We have specialized spells we gain earlier than most kingdoms, and in addition to the foreknowledge of knowing some information on the location of artifacts, our organization provides us with Forethought, giving us an advantage in issuing orders.

The Theocracy of the Sacred Order of Knights (SA)

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

The Chaotic Planes of the Elementalist (EM)

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Master of Elements, we are fortunate to have unique access to the Elemental Planes of Existence. Vast knowledge of the elements has provided us with more powerful versions of combat spells that involve the elements. No one is at our level of arcane superiority. The Summoned troops from the various Elemental Planes are unique to our kingdom, and should be utilized to augment our middling kingdom brigades when the economy allows for it. All things considered, Master of the Elements, your opportunity for control over the realm is imminent.