Birthright: The Gorgon's Alliance - Strategy Guide [v 1.03]
By LordKarasuman - 2011

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



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|x. Copyright                                             {birthcop}+
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This Guide (Copyright 2011) was made by LordKarasuman. This Guide 
may not be altered in any way without my consent, and may not be 
distributed without my name as author on it. This FAQ may be 
distributed, but not sold.



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|x. Version History                                       {birthver}+
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(1.00)
6/21/2011 – Finished what will hopefully be the final revision of
 1.00 of this guide.

(1.01)
6/26/2011 - Fixed patch numbers, added another entry in Domains, and
 added in-game descriptions of initially playable domains derived from
 the Chamberlain reports.

(1.02)
6/29/2011 - Added three sections: Units, Spells, Realm Spells.

(1.03)
3/06/2012 - Added an immense amount of information pertaining to
many quests in the Adventuring section.



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|x. Preface                                               {birthpre}+
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First things first.

THIS GUIDE ASSUMES YOU HAVE ALREADY PLAYED THROUGH THE TUTORIALS.
 The tutorials are really helpful in showing you the basic mechanics.
 I recommend going over all three of them first before playing the game
 proper, and then consulting the help files when you want to know
 some specific details or more on the math that goes on underneath.

THIS GUIDE ASSUMES YOU ARE PLAYING AT EXPERT LEVEL, WITH THE WIN95 
VERSION INSTALLED. 
 I don't even know why you'd play at any level other than Expert,
 anyway; anything lower than that simply reduces the available options
 you can take, rather than really dumbing anything down.

THIS GUIDE ASSUMES YOU ARE PLAYING ON PATCH 1.0.0.3 OR THE 
UNOFFICIAL PATCH 1.0.0.4, AND HAVE THE SCENARIO EDITOR AND CHARACTER 
EDITOR AVAILABLE.
 With Patch 1.0.0.3+, the game becomes compatible with the Scenario 
 Editor and the Character Editor. 

 Patch 1.0.0.3 is compatible with any installed version of Birthright: 
 The Gorgon's Alliance.

 Patch 1.0.0.4 is only compatible with a fully installed version.

 With the Scenario Editor, you can create scenarios and also make any 
 province-holding realm playable. Creating a Scenario savefile, 
 toggling every domain as playable, and then loading it will allow you 
 to select previously unplayable domains. However, Holdings Regents 
 still cannot be made selectable.

 With the Character Editor, you can replace any character with a 
 creation of your own, or adjust existing Regents.

 Key differences between 1.0.0.3 and 1.0.0.4:
  Diplomacy in 1.0.0.4 allows for an increased maximum amount of 45GB 
  in terms of non-Tribute GB gifts. 
 
  The DM Toolkit is available between Turns, allowing you to toggle a 
  domain to come under your control. Control can be toggled back and 
  forth between player and AI.

  Vassalage does not simply provide you with a portion of someone's 
  income either; you will take direct control of the Vassal nation in 
  1.0.0.4, though control can be changed back to the AI through the use 
  of the DM Toolkit. If they were not made playable through the 
  Scenario Editor, however, you cannot take control back from the AI 
  once you give control back to them.



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|x. Table of Contents                                     {birthtoc}+
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1. Setting                                                {birthset}
2. Basics                                                 {birthbas}
3. Domains                                                {birthdom}
4. Building Infrastructure                                {birtheco}
5. Building a Military                                    {birthmil}
6. Units                                                  {birthmus}
7. Spells                                                 {birthspe}
8. Realm Spells                                           {birthrsp}
9. List of Regents                                        {birthreg}
10. Custom Regents                                        {birthcus}
11. Adventuring                                           {birthadv}
a. Special Thanks                                         {birththx}



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|1. Setting                                               {birthset}+
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Birghright is a campaign setting developed for the tabletop RPG known 
as Dungeons & Dragons, based around characters known as "scions", who
have the power of the gods flowing through them. This power makes them 
"blooded", and gives them special abilities, the most important of 
which is a divine connection with the land that [normally] makes them 
natural rulers and leaders.

How did they become blooded? Well, at the Battle of Deismaar, a typical
battle-to-end-all-battles type of battle, the gods themselves fought 
against the evil deity Azrai. Both sides brought their mortal 
supporters in a titanic battle that destroyed all the higher beings 
present. The now-dead gods' power washed over the survivors of the 
battle, creating the scions.

Of course, Azrai also died, and his power was not only bestowed on 
those he left behind, but it also managed to transform a good number of 
them, turning them into monstrous powerhouses called Awnsheghlien. The 
most infamous of these is the Gorgon, who  was once known as the 
corrupted Prince Raesene before turning into the unstoppable sword-
swinging, magic-slinging behemoth that you'll become intimately 
familiar with as you play this game.

Among the Gorgon's goals, is to kill scions-- slaying anyone blooded 
improves one's bloodline. Unfortunately, the game doesn't replicate 
this, so the Gorgon settles for something different-- conquering the 
continent of Anuire on which this game takes place. He'll make the map 
much messier than it would already look, as anyone who's gone through a 
run of The Gorgon's Alliance already will tell you.

So you can see why this game is named after him and his fearsome 
alliance. It's one that not only includes him, but also two other 
rather sizeable nations that serve as his puppets: the goblin kingdom 
of Markazor, and the dwarf state of Mur-kilad. This along with the 
Gorgon's already-large territory make up the fearsome Gorgon's 
Alliance.

If you wish to know more about the Birthright campaign setting, the 
"History and Atlas", also accessible through F1, is more or less "Ruins 
of Empire", which is a key portion of the Birthright core rule set. For 
the five dollars you'll likely pay for this game, much of it is worth a 
look on its own, detailing a richly fleshed-out world intended for use 
in grand campaigns for a tabletop setting that The Gorgon's Alliance 
TRIED to imitate with the technology of the 90's.



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|2. Basics                                                {birthbas}+
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--REGENTS

Choosing a regent is a very important decision. In general, you'd 
probably want the regent with the stronger bloodline, due to Regency 
Points (RP). You get RP equivalent to the level of your bloodline once 
at the beginning of every turn.

Why are Regency Points important? For most actions, such as creating a 
holding like a guild or taking a diplomatic action, you'll often have 
the chance of improving your success rate by using up RP. The more you 
use, the higher the success rate, and you can increase your chances all 
the way up to a 100% guarantee. Strong bloodlines make this easier.

However, there might be advantages to selecting a different regent if 
they have access to powerful magic like Legion of the Dead, or have 
Alignments that may be more beneficial to you when it comes to 
Diplomacy.


--HOLDINGS

Holdings contribute in some manner to your domain, and represent 
different things. Law Holdings represent your control of law 
enforcement. Guild Holdings, your grasp on the trade and economy of a 
province. Temples, your strength on a populace's faith. Sources, your 
grip on the magical energies flowing through a (hopefully) untamed 
land.

There are five key types of holdings: 
-Law Holdings, which allow you to exact more funds through a collection 
option assuming they're a high enough level. Along with that, if the 
level of a Law Holding is close enough to the level of development in a 
province, you can get away with getting higher taxes from them.
-Guild Holdings, which let you open up trade routes between that 
province and a province with either a different type of terrain, or a 
port. The amount of income provided by a trade route is the average of 
the development level of the two provinces in the route. Along with 
Guild Holdings, a road is normally needed to establish a trade route.
-Temple Holdings, which allow Priests to cast divine Realm Spells. 
Temples also double as a source of income.
-Source Holdings, which give Wizards the ability to cast arcane Realm 
Spells.
If a leyline is created between two Source Holdings, the highest level 
between the two Sources will be applied as the maximum level between 
both Sources.
-Castles, which serve as detriments to the enemy. Each turn that an 
Opposing army is present, the Castle will go down one level until it is 
removed entirely. Castles require maintenance in Gold Bars equal to 
their current level, and if this maintenance is not paid, the Castle 
will go down level in the way as if an opposing army were present in 
the province.

Special types of holdings include:
-Seaports, which allow trade routes to a province with a port 
regardless of terrain.
-Wizard's Towers, along with Strongholds, Fortresses, and Citadels, are 
basically Castles with a different graphic.
-Ruins and the like, basically plot points for Adventures that don't 
really impact the overworld gameplay.

If you find that you cannot improve a Holding to the maximum 
development level of a province, this is due to the fact that there are 
other Holdings that are "taking up levels". For instance, in a 4/1 
holding, you might have a Level 2 Law Holding, and another regent might 
have a Level 1 Law Holding. You can improve your Law Holding up to 3, 
but not to 4-- the other regent is taking up a Level. Therefore, you 
must contest the other regent's Law Holding.

Holdings can be contested. Once assisted successfully/opposed 
unsuccessfully with RP, an "x" appears under the holding. If the 
holding is contested one more time, it is destroyed. There is an 
exception-- Level 0 Holdings are always destroyed outright on the first 
contest.




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|3. Domains                                               {birthdom}+
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Individual Domain entries are laid out as such:

==DOMAIN NAME==
 [Province Name] [Development Level]/[Potential Magic Level]
 [Province Name] [Development Level]/[Potential Magic Level]
 [Province Name] [Development Level]/[Potential Magic Level]
 etc.

 [Holding Location], [Holding Type] [Holding Level]
 [Holding Location], [Holding Type] [Holding Level]
 [Holding Location], [Holding Type] [Holding Level]
 etc.

Regents:
 [Regent Name], [Class] [Level], [Bloodline]

[In-Game Domain Description (If applicable.)]

[Domain Overview and Strategy]

[Personal Difficulty Rating]



On provinces:

[Development Level] = This is the maximum level at which Law, Guild, 
Castle, and Temple holdings can be developed. A higher level also means 
better taxes, more profitable trade routes, a better available 
military, and a higher amount of musterable troops per Turn in that 
province.

[Potential Magic Level] = Level of untamed land. This level is the 
maximum level at which Source holdings can be developed.



==AERENWE==
 Banien's Deep 1/6
 Calrie 6/0
 Dhoenel 5/0
 Halried 5/0
 Northvale 1/6
 Shadowgreen 1/6
 Westmarch 1/6
 
 Banien's Deep, Law 1
 Calrie, Law 6
 Dhoenel, Law 5
 Halried, Law 5
 Northvale, Law 1
 Shadowgreen, Law 1
 Westmarch, Law 1

 Calrie, Castle 6

Regents:
 Liliene Swordwraith, Fighter 10, Anduiras Major 37 [<- Recommended]
 Cole Alwier, Fighter 4/Wizard 4, Reynir Minor 15 [<- Late Bloomer]

In-Game Description:
"Aerenwe is the least developed of the Southern Coast's domains. It has
swamps in the northeast and the Erebannien bordering the ocean the rest
of the way around its perimeter. The interior terrain, verdant
grassland, stays farmed and fenced. Aerenweans keep to their own
business, but they know their neighbors and will defend their
companions to their dying breaths. Though solitary, they are fiercely
loyal.

Aerenweans inhabit only three of the seven provinces, and they don't
want to destroy their land through war as some other Anuirean kingdoms
have done. It is well that Aerenwe's neighbors feel the same. No army
has ever marched through the Erebannien, and none from Anuire ever
will. Any ruler who would despoil the shady trails of the forest would
see his allies turning into enemies and his enemies raving for his
blood. An unspoken truce among the Anuireans ensures the protection of
the Erebannien from war. Unfortunately, other parts of Aerenwe have
felt the bite of conflict."

Tucked far away in the lands of the Erebannien at southeast Anuire, 
Aerenwe is a rather basic realm with plenty of expansion opportunities 
and no immediate aggressors. However, this can change quickly if you go 
north (which will put you up against the Gorgon) or west (where you'll 
be faced against the Spider). Of these, the Spider is the less 
difficult opponent, and the western provinces also start out much 
richer than others; from there, you can work around to the northwest, 
and then take on the Gorgon whenever you're prepared.

Among the first things you should do is hire Aelies and try to find 
some method of mitigating or eliminating Rogr of Ilien and whatever 
other Wizards are in that realm; both have sources in your domain and 
Rogr will often cast Summoning which is a nuisance.

Difficulty: Easy



==ALAMIE==
 Alaroine 5/0
 Deseirain 3/2
 Hildon 2/3
 Laraeth 3/2
 Maesford 2/3
 Nortmoor 1/4
 Sorelies 1/4
 Soutmoor 2/3
 Traiward 3/2

 Alaroine, Law 4
 Deseirain, Law 2
 Hildon, Law 1
 Laraeth, Law 2
 Maesford, Law 1
 Traiward, Law 2

 Deseirain, Castle 3
 Sorelies, Castle 4

Regents:
 Carilon Alam, Fighter 2, Basaia Major 46 [<- Recommended]
 Dierdren Alam, Wizard 6, Basaia Major 46 [<- Late Bloomer]

In-Game Description:
"Alamie has been unkindly described as one big flat stretch of grass.
Though this picture isn't entirely accurate, it does leap to mind when
a traveler reaches the plains. Until he gained the northern mountains,
he'd have to call the terrain mostly featureless. Waves of corn fill
province after province, and the air smells of fertilizer.

Alamie holds one of the most untenable positions in Anuire. Stuck with
a large border on Ghoere and another on Mhoried, the realm must tread a
delicate line to avoid offending one of these two powers. It's usually
safer to anger Mhoried, but one can push even the Mhor only so far.
Alamiens also must worry about the threat of brigandage from the Five
Peaks. Finally, they know that Avanil lies merely a province away,
should the prince choose to march through Tuornen or Endier. Therefore,
Alamie wants to regain the territory Tuornen now holds, to place more
land between Avanil and Lofton."

Alamie is one of the tougher domains to play, having strong enemies in 
every direction and being a hair's breadth away from the Spider; being 
assaulted by both the Five Peaks and an Awnshegh at the same time can 
be a huge problem. You'll also have great difficulty developing 
internal infrastructure, as most of it is taken by other landed Regents 
and you have only one province-- virtually undeveloped-- that possesses 
a different terrain from the others, making Trade Route creation a not-
so-simple affair. Buy out some Holdings Regents for a quick income 
boost, pick a direction to expand in, and hope for the best. Be 
careful, for the Five Peaks can be unceasingly relentless and Alamie 
tends to be their number one target.

Difficulty: Hard



==ANUIRE (City of Anuire)==
 City of Anuire 10/0

 City of Anuire, Law 3

 City of Anuire, Castle 7

Regents:
 Caliedhe Dosiere, Fighter 12/Priest 16, Anduiras Great 64
  [^ Recommended]
 Arlean Borthinie, Fighter 10, Anduiras Minor 20

The Chamberlain may be one of the better Regents in the game, but his 
domain is easily one of the worst. You'll have to tread carefully here; 
buying out Regents, or even finagling high-level Holdings out of 
Avanil's hands, may be a viable strategy since your economy is nearly 
non-existant despite owning a level 10 "Province". It's very easy to 
mess up the first few turns. However, once you start running, you can 
become a strong powerhouse simply because Caliedhe's Bloodline is so 
good.

Difficulty: Very Hard



==AVANIL==
 Anuire 7/0
 Avarien 3/4
 Bhrein 4/1
 Caulnor 5/0
 Daulton 5/4
 Duriene 4/1
 Nentril 3/4
 Taliern 3/4
 Vanilen 3/4

 Anuire, Law 7
 Anuire, Guild 4
 Anuire, Temple 4
 Avarien, Law 3
 Avarien, Guild 3
 Avarien, Temple 3
 Bhrein, Law 4
 Bhrein, Guild 2
 Bhrein, Temple 2
 Caulnor, Law 5
 Caulnor, Guild 4
 Caulnor, Temple 3
 Daulton, Law 5
 Daulton, Guild 3
 Daulton, Guild 2
 Duriene, Law 4
 Duriene, Guild 3
 Duriene, Temple 1
 Nentril, Law 3
 Nentril, Guild 3
 Nentril, Temple 3
 Taliern, Law 3
 Taliern, Guild 3
 Taliern, Temple 3
 Vanilen, Law 3
 Vanilen, Guild 3
 Vanilen, Temple 3
 Aerele, Temple 0
 Ciliene, Temple 2
 Moere, Law 1
 Coere, Law 3
 Marilen, Law 3
 Bayside, Law 2
 Bhaine, Law 3
 Bhaine, Temple 2
 Brosien, Law 1
 Brosien, Temple 2
 Islien, Law 2
 Protage, Law 2
 Seamist, Law 1
 Seamist, Temple 2
 Seasdeep, Law 2
 Wilder's Gorge, Law 1
 Wilder's Gorge, Temple 1
 Alamsreft, Law 0
 Alamsreft, Temple 0
 Elevesnemiere, Guild 2
 Hasrien, Temple 2
 Monsedge, Temple 2
 Nabhriene, Law 2
 Nabhriene, Guild 0
 Nabhriene, Temple 3
 Pechalinn, Guild 2
 Tuor's Hold, Law 2
 Tuor's Hold, Guild 3
 Tuor's Hold, Temple 3
 Alaroine, Law 2
 Deseirain, Temple 3
 Maesford, Temple 2
 Sorelies, Temple 1
 Traiward, Temple 3
 City of Anuire, Law 3
 City of Anuire, Guild 2
 City of Anuire, Temple 3
 Endier, Temple 3

 Daulton, Castle 5
 Vanilen, Wizard Tower 1

Regents:
 Darien Avan, Fighter 9, Anduiras Great 70 [<- Recommended]
 Dheraene Bhailie, Thief 7, Anduiras Major 34 
  [^ Free Espionage Action]

Avanil has no immediate aggressors and possesses one of the richest 
domains in all of Anuire. It also has one very safe path towards 
becoming even more powerful than it already is without actively seeking 
out aggressors, by expanding southward into Brosengae and then Taeghas, 
taking over their domains even if they ARE Vassals. Even without doing 
that, Avanil can head southward to Diemedan territory or north into 
Tuornen, being able to stand against either the Spider or Rhuobhe. By 
the time you're even within distance of the Gorgon, you'll be ready or 
him, with a Regent that uses a ridiculously strong Bloodline (if you 
went with Darien).

Difficulty: Very Easy



==BARUK-AZHIK==
 Bran's Retreat 4/1
 Cliff's Lament 4/1
 Land's Victory 3/6
 The Promontory 3/6
 Rivenrock 5/4

 Bran's Retreat, Law 4
 Bran's Retreat, Guild 2
 Cliff's Lament, Law 4
 Cliff's Lament, Guild 2
 Land's Victory, Law 3
 Land's Victory, Guild 3
 Rivenrock, Law 5
 Rivenrock, Guild 2
 Caudright, Guild 2
 Deepshadow, Guild 3
 Duornil, Guild 2
 Mistil, Guild 2
 Ruorven, Guild 2
 Algael, Guild 2
 Moergen, Guild 2
 Moriel, Guild 1
 Spiritsend, Guild 2

 Stone's Rejoicing, Castle 7

Regents:
 Grimm Graybeard, Fighter 7/Priest 8, Anduiras Major 38 
  [^ Recommended]
 Diirk Watershold, Thief 10, Anduiras Minor 29 
  [^ Free Espionage Action]

In-Game Description:
"As one might expect of a dwarf kingdom, Baruk-Azhik is mountainous
country. Snow-covered peaks and treacherous gorges mark this domain,
defying any who would traverse it. The air feels crisp and thin in the
upper reachers of the mountains, and the wind can chill a traveler to
the bone. Rivers race through the ravines, carving their way through
the rock as they've done for millenia. Hardy aspens cling to the earth,
and shrubs cover the entire landscape. The Iron Peaks protect
neighboring Khinasi from the worst of Anuire's weather, which means
Baruk-Azhik is buffeted all the worse. The howling of the winds, like
lost spirits in these ranges, make locals whisper that those who lose
their lives in the mountains must inhabit the wind for all time.

Baruk-Azhik's capital, Stone's Rejoicing, is located in Rivenrock, the
province the overthane rules personally. All matters of justice the
the overthane rules personally. All maters of justice the thanes cannot
decide come before you here. This settlement has become the domain's
center of trade."

Grimm and co. have their homes in a relatively wealthy Dwarven realm, 
with a very simple but versatile pair of troop types to select from 
(not including Mercenaries) and three different expansion opportunities 
without immediately facing aggressive enemies... Though it won't be 
long before the Gorgon and his alliance are knocking on your doorstep. 
While the Sielwode can potentially take much of their time, use that 
time wisely so you've got the proper infrastructure for when Raesene 
turns his eyes on you.

Difficulty: Medium



==BOERUINE==
 Bacaele 3/2
 Calant 3/4
 Dhalaese 3/4
 Fhoruile 3/4
 Nietier 3/4
 Redoubt 3/4
 Rivien 6/1
 Seasedge 6/0
 Tariene 6/0

 Bacaele, Law 3
 Bacaele, Guild 3
 Bacaele, Source 2
 Calant, Law 3
 Calant, Guild 3
 Calant, Source 4
 Dhalaese, Law 3
 Dhalaese, Guild 0
 Dhalaese, Source 4
 Fhoruile, Law 3
 Fhoruile, Guild 3
 Fhoruile, Source 4
 Nietier, Law 3
 Nietier, Source 4
 Redoubt, Law 3
 Redoubt, Guild 3
 Redoubt, Source 4
 Rivien, Law 6
 Rivien, Guild 5
 Rivien, Source 1
 Seasedge, Law 6
 Seasedge, Guild 5
 Seasedge, Source 0
 Tariene, Law 6
 Tariene, Guild 4
 Tariene, Source 0
 Lindholme, Temple 2
 Seaport, Law 1
 Bayside, Law 0
 Portage, Law 0
 Wilder's Gorge, Temple 0
 Ghonallison, Law 2
 Haesrien, Law 2
 Monsedge, Law 0
 Pechalinn, Law 0
 City of Anuire, Law 2

 Black Stone, Castle 4
 Seaharrow, Castle 6

Regent:
 Aeric Boeruine, Fighter 12, Anduiras Major 60 
  [^ Recommended, Easy Start]
 Arlen Innes, Wizard 7, Vorynn Minor 19 [<- VERY Late Bloomer]

Aeric's domain isn't exactly a slouch in fighting; it has the tools it 
needs to defend itself. Unfortunately, it'll have to do so against TWO
aggressive opponents at the start; the Five Peaks and Rhuobhe. Muster 
what you need and fight off/crush these delinquents, so you can muscle 
your way into possession of other realms. Be wary of Rhuobhe and the 
threat he poses on the battlefield, though; you might have to manage 
several battles against him, yourself.

Difficulty: Easy



==BROSENGAE==
 Bindier 4/1
 Coere 4/3
 Marilen 4/3

 Bindier, Law 4
 Bindier, Guild 4
 Coere, Law 1
 Coere, Guild 4
 Coere, Temple 2
 Marilen, Law 1
 Marilen, Guild 4
 Marilen, Temple 2
 Anuire, Guild 2
 Bhrien, Guild 2
 Duriene, Guild 1
 Taliern, Guild 0
 Haersien, Guild 3
 Nabhriene, Guild 3

 Bindier, Castle 4

Regents:
 Eriene Mierelen, Thief 7, Basaia Major 41 [<- Recommended]
 Hyde Termonie, Priest 4, Brenna Minor 21

In-Game Description:
"All the provinces in Brosengae are well settled throughout, though
none of them can rival the province of Anuire in Avanil for sheer
population. The land not dominated by farms is covered in woods, and
the woodcutters of Brosengae constantly ply their trade in the pine
forest. Of all the Western realms, Brosengae feels most keenly the
storms that plague the coastal region. Since here the trade winds from
Miere Rhuan meet those off the Arnienbae and the Straits of Aerele,
scarcely a day goes by without a storm of some sort. Whether a slight
drizzle or a full-fledged hurricane, it's always raining in Brosengae.

The two northern provinces fall prey to the trolls roaming down from
the Seamist Mountains. Typically a garrison of troops has been devoted
to the provinces of Marilen and Coere to protect the people from the
creatures' depredations."

Brosengae is one of the safest and richest domains in Anuire, with 
potential expansion into Taeghes and Avanil whenever it likes; neither 
would expect the tiny domain on the peninsula to turn on them, 
especially since they're allied. Taeghas and Boeruine are easy 
expansion opportunities, and Rhuobhe may even try to ALLY himself with 
you. Having the normally expansionist Awnshegh on your side will take 
the heat off of you while you take on the less diplomatic ones or take 
down the other realms piece-by-piece.

Difficulty: Very Easy



==CARIELE==
 Mhelliviene 5/2
 Mountainsedge 3/4
 Riverford 5/2

 Mhelliviene, Law 5
 Mhelliviene, Guild 3
 Mountainsedge, Law 3
 Mountainsedge, Guild 3
 Riverford, Law 5
 Riverford, Guild 5
 Alamsreft, Guild 3
 Ghonallison, Guild 2
 Haesrien, Guild 0
 Monsedge, Guild 3
 Alaroine, Guild 3
 Deseirain, Guild 3
 Hildon, Guild 2
 Nortmoor, Guild 1
 Deseirain, Guild 3
 Hildon, Guild 2
 Nortmoor, Guild 1
 Sorelies, Guild 1
 Sonnelind, Law 1
 Sonnelind, Guild 2
 Tradebhein, Law 0
 Tradebhein, Guild 2
 Avallaigh, Guild 2
 Bhindraith, Guild 2
 Cwmbheir, Guild 2

 Riverford, Castle 5

Regents:
 Entier Gladanil, Fighter 5, Anduiras Minor 20
 Mheallie Bireon, Thief 8, Anduiras Major 37 [<- Recommended]

In-Game Description:
"With only a small, hilly gap in the Stonecrown Mountains connecting 
the kingdom to the rest of Anuire, Cariele almost saved the Northern
lands from conquest. Only by sea or through this gap in the Stonecrowns
could the Anuirean army pass into the Marches.

In this narrow mountain pass, the entire second Anuirean army met its
death, as an elven ambush rained sharp-tipped death upon the troops.
Eventually, another Anuirean detachment managed to reach the peaks
overlooking the gorge, but not before suffering additional losses. Ever
since, Anuirean forces have watched the gap with a hawk-like eye. The
memory of the ambush lives on in both human and elf memory. The humans
call the mountain pass Mhelliviene, or "The Gates of Doom," while the
elves name it Toriendor Cuachlimyr, "Fools' Passage."

The winds in Cariele blow hard and cold from the Tael Firth and the
North, blasting the northern face of the Stonecrowns."

One of the most difficult domains you can play, if not THE most 
difficult! Cariele's another small, wealthy domain like Brosengae, but 
unfortunately, you're one of the Gorgon's first targets. Buy out some 
regents quickly, build up your forces and fortify provinces if 
necessary; when the Gorgon comes, he'll be relentless unless you can 
defeat his initial forces, and even then he might pursue your small 
domain. The key is to turn your domain into something as large as 
possible; go westward into Thurazor and Talinie if necessary, and be
wary of fighting Dhoesone or Tuarhievel; with one comes the other, and 
fighting Tuarhievel will simply end up giving you a larger border with 
the Gorgon if you take provinces.

Difficulty: Very Hard



==CHIMAERON==
 Barniere 1/4
 Careine 2/6
 Hamein 1/5
 Lyssan 2/7
 Mhowe 2/4
 Ruorkhe 1/6
 Salviene 1/5

 Barniere, Law 1
 Barniere, Source 4
 Careine, Law 1
 Careine, Guild 2
 Careine, Source 5
 Hamein, Law 1
 Hamein, Guild 1
 Lyssan, Law 2
 Lyssan, Guild 2
 Lyssan, Source 7
 Mhowe, Law 2
 Mhowe, Guild 2
 Ruorkhe, Law 1
 Ruorkhe, Guild 1
 Ruorkhe, Source 7
 Salviene, Law 1
 Salviene, Source 5

Regents:
 Danita (Chimaera), Wizard 13, Azrai Minor 38 [<- Recommended]
 Denerik, Thief 6, Brenna Minor 29

The Chimaeron is one of the strongest available choices in the game, 
though you certainly wouldn't realize it since Coeranys-- and 
occasionally Baruk-Azhik-- often wipe them off the map after a couple 
dozen Turns, maybe sooner. Danita may be one of the weakest AI 
Awnshegh, but her extremely high Wizard starting level lets her summon 
SEVEN Skeleton units with Legion of Dead, which she so happens to start 
with. It's incredibly easy to gather create enough forces to destroy 
any realm in Anuire from the comfort of your little corner of the land,
surrounded by other domains which will often never declare war on you 
once you get the LoD train going.

Difficulty: Very Easy



==COERANYS==
 Bogsend, 3/2
 Caudright 4/1
 Deepshadow 3/2
 Duornil 2/3
 Mistil 2/3
 Ranien 2/3
 Ruorven 4/1

 Bogsend, Law 1
 Bogsend, Temple 1
 Caudright, Law 4
 Deepshadow, Law 2
 Deepshadow, Temple 2
 Duornil, Law 1
 Duornil, Temple 1
 Mistil, Law 1
 Mistil, Temple 2
 Ranien, Law 1
 Ranien, Temple 1
 Ruorven, Law 3
 Ruorven, Temple 3
 Achiese, Temple 1
 Conallier, Temple 2
 Thoralinar, Temple 3
 City of Anuire, Temple 2
 Ansien, Temple 3
 Hope's Demise, Temple 2
 Osoeriene, Temple 3
 Sendouras, Temple 2
 Soileite, Temple 2

 Ruorven, Castle 4

Regents:
 Eluvie Cariele, Fighter 2, Masela Minor 23
 Medhlorie Haensen, Priest 2, Anduiras Major 36 [<- Recommended]

In-Game Description:
"The wide, rolling country of Coeranys ends in the southeast at the
gulf that bears its name. The kingdom's terrain varies between grass
and swamp, making it prime territory for raising horses and cattle.
Those who tend the roaming herds are known as landrunners. These 
rangers, trained from birth to know the animals of Coeranys, hold sole
responsibility for these roaming beasts of the plains. They ward the
animals from dangers both human and natural. Landrunners reap the 
highest respect in Coeranys, for their work keeps money pouring into
the domain.

Storms boiling down from the mountains of Baruk-Azhik and rumbling 
across the Heartlands find Coeranys their eventual destination. It's
rare when a whole day remains clear, so this land remains well-watered
constantly. The too common swamps and bogs make peat gathering a normal
labor.

Your capital, Ruorven, sits along the river that springs out of Elinien
swampland. Any of Elinie's goods coming down the river reach Ruorven
first, enabling Coeranys to taxt them as necessary."

Coeranys is hardly anything special as a realm; quite basic, no 
incredibly threatening enemies, but a working Temple system that gives 
you a good starting economy. Of course the Chimaeron to the East is a 
threat, but not a serious one. Of all Awnshegh, the Chimaera is the 
most managable, and once you take her out, the main impeding threat 
will be the Gorgon unless you move southward and fight the Spider, who 
is the second least-threatening Awnshegh after Danita. A nice domain to 
start with that can keep you on your toes throughout, regardless.

Difficulty: Medium



==DHOESONE==
 Bjondrig 1/4
 Dharileine 1/4
 Giant's Fastness 1/4
 Hidaele 2/3
 Nolien 3/2
 Riveside 2/3
 Romiene 1/4
 Ruidewash 2/5
 Sidhuire 2/5
 Soniele 1/6
 Sonnelind 4/3
 Tradebhein 2/5

 Bjondrig, Law 0
 Bjondrig, Source 4
 Dharilein, Law 1
 Dharilein, Source 4
 Giant's Fastness, Source 5
 Hidaele, Law 1
 Hidaele, Law 3
 Nolien, Law 2
 Nolien, Source 2
 Riveside, Law 1
 Riveside, Source 3
 Romiene, Law 0
 Romiene, Source 4
 Ruidewash, Law 1
 Ruidewash, Source 5
 Sidhuire, Law 1
 Sidhuire, Source 5
 Soniele, Law 0
 Soniele, Source 6
 Sonnelind, Law 3
 Sonnelind, Source 3
 Tradebhein, Law 1
 Tradebhein, Source 5
 Avallaigh, Law 1
 Braethindyr, Law 2
 Cwmbheir, Law 2
 Mhelliviene, Source 0
 Riverford, Source 0

 Sonnelind, Castle 4

Regents:
 Fhiele Dhoesone, Thief 6, Reynir Major 46 [<- Recommended, Easy Start]
 Clumine Dhoesone, Wizard 3, Vorynn Major 25 [<- Late Bloomer]

In-Game Description:
"Half windswept moor and half pine forest, Dhoesone seems a land barely
tamed. Despite its numerous logging camps, it remains home to elf
tribes rumored to live among the pines. The people of the forest act
secretive and keep to themselves for they can feel the guilds' presence
among them. They know a wrong word can cause a "logging accident" for
them or their families. The people of the moor are shepherds, ever wary
of natural dangers like peat bogs, ravines, Rjurik hunters, and roaming
giants. This hardy breed, accustomed to the wind and harsh land, lives
a life only vaguely Anuirean. Instead, these folk seek to emulate the
nearby Rjuriks. Though insular, they will share their unique knowledge
with travelers-- for the right coin.

The capital of Dhoesone is the city Sonnelind, located in the central
province of the same name. Though not a big city, it's one of the
largest north of the Stonecrowns. The products of Dhoesone include
wool-based goods and lumber. The trade of animal hides thrives here,
too."

Dhoesone is a large realm, but not a rich one. It does, however, have 
the capability to spin that around rather easily. Buying out regents by 
trading your own high-level Sources (which will then be returned to you 
by the Oaths of Fealty you create) can give you an infrastructure to 
work with quickly, and your apparently insulated position means you can 
work your way into either Cariele or Thurazor, and then Talinie, the 
Five Peaks, or Mhoried after that. Be wary of accidentally expanding in 
such a way that could force yourself into a confrontation wtih the 
Gorgon, however; getting into a battle with him too soon is not all 
that difficult for Dhoesone, as his forces are only one domain away.

Difficulty: Medium



==DHOESONE (Beginner Tutorial)==
 Upon completion, starts with these in addition to the above:
 ~ Regalia of the Empire (Item, +25% to Investiture Chance)
 ~ Eyeless One (Lieutenant, possesses Legion of Dead)

The Beginner Tutorial is worth noting because it not only starts you
off with the above, but enemy aggressiveness seems to be much reduced
at the onset. In particular, the Gorgon, whose armies usually balloon
to anywhere from 400-600 units, does not normally get past 300 in a
tutorial game. It's often possible to wage a war against him MUCH
earlier than usual.

In order to properly use Regalia of the Empire and the Eyeless One as
your Lieutenant, it will be a good idea to resave the file using the
Scenario Editor.

You could try using a different domain after resaving, but I wouldn't
recommend it. Tutorial games seem rather buggy (but still playable)
after the tutorial proper has been completed, but that problem seems to
get exacerbated when you pick a domain other than Dhoesone.

Difficulty: Easiest



==DIEMED==
 Aerele 4/1
 Bliene 3/6
 Ciliene 6/0
 Duene 3/2
 Moere 5/0
 Tier 2/3

 Aerele, Law 3
 Bliene, Law 2
 Ciliene, Law 4
 Duene, Law 3
 Moere, Law 3
 Tier, Law 1
 City of Anuire, Law 2

 Aerele, Castle 4

Regents:
 Heirl Diem, Fighter 7, Brenna Major 42
 Lasica Diem, Wizard 5, Brenna Major 42 [<- Recommended]

In-Game Description:
"Though Diemed, like its neighboring kingdoms, is composed mostly of
rolling grasslands, it remains uniquely beautiful. Farmers maintain its
fields in nearly perfect order across the realm, and its orchards and
towns seem just as well-kept. The strong-willed citizens maintain a
tight grip on their emotions. Most keep to themselves, even in times of
trial.

The mountainous province of Bliene seems not so lawful, however, and in
the mountains Diemed's true beauty shines through. Anyone climbing the
tallest peak can see storm clouds down below, stretching from Brosengae
across the plains of Diemed. One also might see the camps of brigands 
or stumble upon a solitary mage in these forbidding peaks. On a clear
day, the distant tip of Mieres becomes visible, so locals often watch
for raiders approaching from these peaks."

The domain of Diemed lacks a good starting infrastructure and has some 
rather tough opponents to fight at the start in the Spider and Avanil. 
However, you can easily absorb the smaller realms around you and 
convert what you have into something better by buying out the Holdings 
Regents whose domain lies in the south, and eventually become a 
powerhouse. 

Difficulty: Medium



==ELINIE==
 Ansien 5/0
 Chalsedon 3/2
 Hope's Demise 2/6
 Mholien 2/3
 Osoeriene 3/2
 Sendouras 3/2
 Soileite 2/3

 Ansien, Law 3
 Chalsedon, Law 1
 Hope's Demise, Law 1
 Mholien, Law 1
 Osoeriene, Law 3
 Sendouras, Law 1
 Soileite, Law 1

 Ansien, Castle 5

Regents:
 Assan ibn Daouta, Paladin 10, Basaia Major 47 [<- Recommended]
 Kalilah bint Daouta, Paladin 5, Basaia Major 37

In-Game Description:
"Your people resemble inhabitants of the Eastern Marches more than
those of the Heartlands in temperament. Though it bordes on three
hostile domains, or perhaps because it does, Eliniens have an
indomitable spirit. They stand resolut in their devotion to you, Your
Majesty.

Cattle and horses aplenty roam here, taking their sustenance from the
grasslands bordering on Coeranys and Mhoried. Some of the hills rising
and falling throughout the country conceal ancient elven fortresses
whose secrets have yet to be unlocked. The swamp Hope's Demise squats
on the kingdom's eastern border, hiding hydras and other monsters no
one can guess at, as well as the occasional criminal fleeing the 
kingdom of Coeranys or the patriarch's gentle but firm laws. To the
north lies the Sielwode, and woe betid the fool who wanders in sight of
its unpredictable elves. Elinie remains unique and beloved of its
people."

You have few resources and the Gorgon could very well select YOU as his 
first target. Stop the funnel of enemy troops at Mholien and Soileite, 
while expanding westward and/or southward with what forces you can 
spare. As usual, buy out regents for an income boost; try to get 
Elamien Lamier of Points East Trading on your side, even though your 
alignments are in opposition, for she dominates the Guild presence in 
Elinie.

Difficulty: Very Hard



==ENDIER==
 Endier 6/0

 Endier, Law 6
 Endier, Guild 6
 Endier, Source 0
 Ciliene, Guild 3
 Moere, Guild 4
 Tier, Guild 2
 Caerwil, Law 2
 Caerwil, Guild 2
 Spiderfell, Source 7
 Ghiere, Guild 2
 Rhumannen, Guild 1
 Tireste, Guild 4
 Alamsreft, Source 2
 Elevesnemiere, Source 5
 Haesrien, Source 0
 Nabhriene, Source 2
 Tuor's Hold, Source 2
 Deseirain, Source 2
 Laraeth, Law 0
 Laraeth, Source 2
 Maesford, Law 0
 Maesford, Guild 2
 Maesford, Source 3
 Traiward, Law 0
 Traiward, Guild 3
 Traiward, Source 2
 City of Anuire, Guild 2 

 Endier, Wizard Tower 1

Regents:
 Kalien, Thief 5, Brenna Major 30
 Caine, Wizard 10, Vorynn Major 27 [<- Recommended]

In-Game Description:
"Speaking frankly, Your Majesty, Endier is in a bit of a bind, wedged
as it is between Avanil, Ghoere, Tuornen, Diemed, Alamie, and the
Spiderfell. We cannot compete with the farms of the larger kingdoms,
cannot raise an army to rival theirs, and cannot hope to defeat these
powerful entities in any endeavor expect one -- trade. Initially,
Endier was part of the Spiderfell. Technically, Roele had awarded the
land to Diemed, but House Diem never braved the Spider to claim it. As
is the case of the domain of Medoere and enterprising scion named
Richard Endier tore away a province while Diemed languished under an
unfit ruler a few hundred years ago. The country has managed to keep 
itself free of the Diem yoke ever since.

Unfortunately, others before you did not manage the kingdom very well,
and it began to slide toward ruin. But now that you have taken the
throne, we are sure to prosper! Roads run throughout the province,
making trade and travel quite easy. At the junction of the Maesil and
Tuor Rivers sits the walled city of Endier, the many spires of its
Caer Endier castle rising high."

Endier's a small domain in Anuire, but an incredibly powerful one 
nonetheless. Despite being so small and vulnerable, its regent 
selection includes a high-level Wizard with Legion of Dead. The spell, 
operating at Level 10 strength, can wipe out both the Spiderfell and 
Rhuobhe in under a dozen Turns. An entire ARMY composed of necromantic 
forces isn't out of the question either, and your small beginnings—
which aren't so small considering Endier's starting guild presence—
can grow into something very powerful, indeed. However, be careful; at 
the beginning, you'll have to muster what you can to avoid being 
annexed by the larger domains who, surprisingly enough, will not go
down as quickly as the nearby Awnshegh.

Difficulty: Easy



==FIVE PEAKS==
 The Gorge 3/4
 Floodspaeth 3/6
 Helmshaven 3/4
 Puinol 3/4
 Sufhanie 3/2
 Thasbyrn 3/4
 Torain 3/4

 Sufhanie, Castle 4
 
Regents:
 The Wizard, Wizard 10, Vorynn Major 45

The Five Peaks is a book full of almost empty pages; the only 
infrastructure present are a spatter of Sources and Temples owned by 
Holdings Regents. You can easily fill out such a book with Level 0 
Guilds and Trade Routes, which can lead to military and Diplomatic 
expansion to create an economy. Keep in mind that you'll be surrounded 
by enemies until then, however; be quick about whatever you need to do. 
Units will pop up for you automatically... these may be irritating to 
have at first, without the economy to keep them. Eventually you can fix 
this.

Difficulty: Hard



==GHOERE==
 Achiese 4/1
 Bhalaene 6/0
 Bheline 4/1
 Conallier 2/3
 Danaroene 4/1
 Ghiere 5/0
 Rhumannen 4/1
 Thoralinar 3/2
 Tireste 5/0
 Tornilen 3/2

 Achiese, Law 4
 Achiese, Guild 4
 Achiese, Source 1
 Bhalaene, Law 4
 Bhalaene, Guild 4
 Bhalaene, Source 0
 Bheline, Law 4
 Bheline, Guild 4
 Bheline, Source 1
 Conallier, Law 2
 Conallier, Source 3
 Danaroene, Law 3
 Danaroene, Guild 4
 Danaroene, Source 1
 Ghiere, Law 3
 Ghiere, Guild 3
 Ghiere, Source 0
 Rhumannen, Law 2
 Rhumannen, Guild 3
 Rhumannen, Source 1
 Thoralinar, Law 3
 Thoralinar, Guild 3
 Thoralinar, Source 2
 Tireste, Law 5
 Tireste, Guild 1
 Tireste, Source 0
 Tornilen, Law 2
 Tornilen, Guild 2
 Tornilen, Source 2
 Cwlldon, Law 0
 Cwlldon, Guild 2
 Cwlldon, Source 2
 Maesilar, Law 3
 Tenarien, Law 0
 Tenarien, Guild 3
 Tenarien, Source 2
 Alaroine, Temple 2
 Laraeth, Guild 3
 Soutmoor, Source 2
 Chalsedon, Source 2
 Osoeriene, Source 2
 Sendouras, Source 2
 Bogsend, Guild 3
 Caudright, Temple 2
 Brothendar, Guild 3
 Ghalliere, Guild 2
 Moriel, Guild 2

 Bhalaene, Castle 5

Regents:
 Gavin Tael, Fighter 9, Reynir Major 49
 Sword Mage, Wizard 10, Vorynn Major 42 [<- Recommended]

An immensely powerful domain, Ghoere-- by way of the Sword Mage as a 
main regent-- can wipe the floor with the Spiderfell through the use of 
a Source Holding linked to the one in Conallier and repeated casting of 
Legion of Dead, along with the powerful military you can field through 
your Guild and Temple presence. Despite being so apparently surrounded, 
you're a powerhouse who can tackle nearly everything comes at you, and 
whatever time you can buy before fighting the Gorgon can be used in any 
number of ways to prepare yourself.

Difficulty: Very Easy



==GORGON'S CROWN==
 Abattoir 3/6
 Anathar 1/6
 Elfseyes 2/7
 Jogh Warren 3/3
 Kal-Saitharak 4/5
 Mettle 2/4
 Motile 2/3
 Mutian's Point 1/6
 Orog's Head 2/5
 Pelt 1/6
 Plumbago 2/5
 Sage's Fen 2/5
 Sere's Hold 2/4
 Sideath 2/7
 Stone's End 1/6

 Abattoir, Law 3
 Abattoir, Source 6
 Anathar, Law 1
 Anathar, Source 4
 Elfseyes, Law 2
 Elfseyes, Source 7
 Jogh Warren, Law 3
 Jogh Warren, Source 2
 Kal-Saitharak, Law 4
 Kal-Saitharak, Source 5
 Mettle, Law 2
 Mettle, Source 3
 Motile, Law 2
 Motile, Source 3
 Mutian's Point, Law 1
 Mutian's Point, Source 4
 Orog's Head, Law 2
 Orog's Head, Source 4
 Pelt, Law 1
 Pelt, Source 4
 Plumbago, Law 2
 Plumbago, Source 5
 Sage's Fen, Law 2
 Sage's Fen, Source 5
 Sere's Hold, Law 2
 Sere's Hold, Source 4
 Sideath, Law 2
 Sideath, Source 5
 Stone's End, Law 1
 Stone's End, Source 4
 Sunder Falls, Law 1
 Sunder Falls, Source 3
 Zaptig, Law 2
 Zaptig, Source 4
 Brushfire, Law 1
 Brushfire, Guild 2
 Brushfire, Source 3
 Dwarf's Hold, Law 3
 Dwarf's Hold, Guild 4
 Dwarf's Hold, Source 1
 Elfsdemise, Law 2
 Elfsdemise, Guild 3
 Elfsdemise, Source 1
 Periltrees, Law 2
 Periltrees, Guild 3
 Periltrees, Source 2
 Riverspring, Law 2
 Riverspring, Guild 3
 Riverspring, Source 2
 Shattered Hills, Law 2
 Shattered Hills, Guild 4
 Shattered Hills, Source 1
 Sutren Hills, Law 1
 Sutren Hills, Guild 1
 Sutren Hills, Source 4
 Crushing Rock, Law 3
 Crushing Rock, Guild 5
 Crushing Rock, Source 2
 Fallen Rock, Law 2
 Fallen Rock, Guild 3
 Fallen Rock, Source 4
 Lost Realm, Law 1
 Lost Realm, Guild 1
 Lost Realm, Source 4

 Kal-Saitharak, Fortress 7

Regents:
 Gorgon, Fighter 20/Wizard 16, Azrai True 100 [<- Recommended]
 Kiras Earthcore, Fighter 9, Azrai Major 48

Even if you pick Kiras, you're playing the most aggressive, fearsome 
domain in the game. There's really not much to say.

Difficulty: Easiest



==ILIEN==
 Ilien 7/0

 Ilien, Law 7
 Ilien, Source 0
 Abbatuor, Source 2
 Caercas, Source 1
 Duerlin, Source 2
 Banien's Deep, Source 3
 Northvale, Source 1
 Shadowgreen, Source 1
 Westmarch, Source 3
 Alamier, Source 1

 Ilien, Castle 7

Regents:
 Rogr Aglondier, Wizard 3, Masela Minor 21 [<- Recommended]
 Alliene Aglondier, Priest 3, Masela Minor 20

In-Game Description:
"Like the terrain of surrounding kingdoms, Ilien's rolling grasslands
and small ranges of hills are extensively farmed. Breeders across
Anuire prize Ilien's cattle; indeed, cattle money has earned the
country its fortune. A small piece of the Erebannien crosses the
southern part of the country, as lush and beautiful as in Aerenwe.
There are sources here and gold to be gained from commerce. And, all
will be needed to beat the Gorgon's Challenge. I stand ready to be your
advisor on the events in your realm; may the gods shine providence
on your endeavors."

Ilien lacks regents that have particularly strong Bloodlines, which 
will restrict the actions of the Free County of Ilien's already tiny 
domain. Regardless of that, Rogr can eventually develop into a powerful 
Wizard, and Ilien is kept separate from the Spiderfell's aggression for 
at least a little while, which can give Ilien the time it needs to get 
up and running.

Difficulty: Medium



==MARKAZOR==
 Brushfire 2/3
 Dwarf's Hold 4/1
 Elfsdemise 3/2
 Periltrees 3/2
 Riverspring 3/2
 Shattered Hills 4/1
 Sutren Hills 1/4
 Lost Realm 2/6

 Brushfire, Law 1
 Dwarf's Hold, Law 1
 Elfsdemise, Law 1
 Periltrees, Law 1
 Riverspring, Law 1
 Shattered Hills, Law 2
 Sutren Hills, Law 0

 Shattered Hills, Castle 4

Regents:
 Razzik Fanggrabber, Fighter 4, Azrai Tainted 2
 Kars Fist-Smasher, Fighter 7, Azrai Minor 5 [<- Recommended]

Markazor may have some unquestionably terrible regent choices, but 
they're nonetheless backed by the Gorgon. You can choose to cultivate 
what meager economy you can in your own region before moving out and 
marching with the Gorgon's forces behind you... Eventually, you may 
even come to challenge the Gorgon himself. Whatever the case, you 
probably won't have too difficult of a start. As a recommendation, if 
you want to actually be FUNCTIONAL as a Regent, I would recommend 
reloading the game until the Brak-Nor Castle Adventure shows up, so 
that you can acquire the Emperor's Crown and boost your pathetic
Bloodline.

Difficulty: Medium



==MEDOERE==
 Alamier 4/1
 Braeme 3/2
 Caerwil 2/3

 Alamier, Law 3
 Alamier, Temple 4
 Braeme, Law 1
 Braeme, Temple 3
 Caerwil, Law 2
 Caercas, Temple 1

 Braeme, Castle 3

Regents:
 Suris Enlien, Priest 4, Reynir Major 32 [<- Recommended]
 Kotrin Skirvin, Fighter 3, Anduiras Minor 18

In-Game Description:
"Medoere's terrain resembles that of neighboring Diemed: predominantly
hills and meadows. The fields look ordered and well-kept, and the
towns form in the same clear pattern, but there's a certain element of
chaos in the air that doesn't exist in Diemed. The weather in Medoere
is a little strange, affected by both the trade winds from the straits
to the south and the constant storm brewing over the Spiderfell to the
north. Occasionally storms will blow north from the sea to meet the
cloud perpetually over the Spiderfell, and Medoere takes the brunt of
the damage. Though the climate makes the land look a bit gloomy, it has
given the populace that much mor resolve to enjoy life. Nature abounds
with her natural force; heed the words of your wizard."

A small domain beset by larger, stronger forces, Medoere is lacking in 
Both province strength and Holdings. Certainly not THE hardest domain 
to play, and the realms eastward are on your side (until you're strong 
enough to annex them) so you aren't completely hopeless. Repelling both 
the Spider and Diemed might require something of a balancing act, 
though.

Difficulty: Hard



==MHORIED==
 Balteruine 2/3
 Bevaldruor 6/3
 Byrnnor 4/1
 Cwlldon 3/2
 Dhalsiel 2/3 
 Maesilar 3/2
 Marloer's Gap 2/3
 Tenarien 3/2
 Torien's Watch 3/6
 Winoene 3/2

 Balteruine, Law 1
 Balteruine, Guild 2
 Balteruine, Source 3
 Bevaldruor, Law 4
 Bevaldruor, Guild 5
 Bevaldruor, Source 3
 Byrnnor, Law 3
 Byrnnor, Guild 3
 Byrnnor, Source 1
 Cwlldon, Law 3
 Cwlldon, Guild 0
 Cwlldon, Source 0
 Dhalsiel, Law 2
 Dhalsiel, Guild 2
 Dhalsiel, Source 3
 Maesilar, Law 0
 Maesilar, Guild 3
 Maesilar, Source 2
 Marloer's Gap, Law 1
 Marloer's Gap, Guild 2
 Marloer's Gap, Source 3
 Tenarien, Law 3
 Tenarien, Guild 0
 Tenarien, Source 0
 Torien's Watch, Law 2
 Torien's Watch, Source 6
 Winoene, Law 3
 Winoene, Guild 0
 Winoene, Source 2
 Bhalaene, Guild 2
 Conallier, Law 0
 Conallier, Guild 2
 Ghiere, Law 2
 Rhumannen, Law 2
 Tornilen, Law 0
 Tornilen, Guild 0
 City of Anuire, Guild 1
 Mholien, Source 0
 Rivenrock, Guild 3

 Bevaldruor, Castle 4
 Torien's Watch, Castle 2

Regents:
 Daeric Mhoried, Ranger 7, Anduiras Major 46
 Mihcael Mhoried, Fighter 4, Anduiras Major 46

Mhoried is a strong, wealthy nation... one that shares a massive border 
with Markazor, the Gorgon's vassal. While the Gorgon's main enemies are 
the realms of Tuarhievel, Elinie, Cariele, and the Sielwode, you are 
still a very large target for him. It's not a matter of "if" he will 
engage you, but WHEN. Thankfully, you have the resources to stand up to 
his attacks as well as expand elsewhere. Still, if you're not familiar 
with the game, Mhoried's not the best of nations to start with.

Difficulty: Medium



==MUR-KILAD==
 Crushing Rock 5/4
 Fallen Rock 3/6

 Crushing Rock, Law 2
 Fallen Rock, Law 1

 Crushing Rock, Castle 5
 Fallen Rock, Castle 3

Regents:
 Godar Thurinson, Fighter 6, Vorynn Tainted 5
 Grundor Thorkin, Fighter 10, Vorynn Minor 15

Mur-Kilad is in a very, very bad position. Without the Gorgon to back 
you up, it might border on impossible; just south of you is the 
powerful Elven realm of Sielwode. You will need to abuse the game's 
mechanics a lot in order to get yourself out of a rough start.

Difficulty: Very Hard



==OSOERDE==
 Algael 2/3
 Brothendar 3/2
 Ghalliere 2/3
 Gulfport 3/2
 Moergen 2/3
 Moriel 4/1
 Spiritsend 2/6
 Sunken Lands 2/6

 Algael, Law 2
 Brothendar, Law 3
 Ghalliere, Law 1
 Gulfport, Law 3
 Moriel, Law 3
 Spiritsend, Law 1

 Moriel, Castle 4

Regents:
 Jaison Raenech, Fighter 7, Brenna Major 36 [<- Recommended]
 Terence Gryphon, Fighter 4, Anduiras Minor 17

This domain owned by a tyrant isn't actually anything special. Though 
you don't border any Awnsheghlien enemies, you have nothing but Fighter 
regents and Law Holdings that don't even dominate their province. At 
the very least, you have good expansion opportunities southward.

Difficulty: Medium



==RHUOBHE==
 Rhuobhe 2/9

 Rhuobhe, Law 2
 Rhuobhe, Source 9
 Monsedge, Source 2
 Pechalinn, Source 5

 Rhuobhe, Stronghold 7

Regents:
 Rhuobhe Manslayer, Fighter 16/Wizard 15, Azrai True 95 
  [^ Recommended]
 Nhoun the Elf, Fighter 5, Reynir Major 37

In the AI's hands, Rhuobhe can overrun all of his neighbors. In your 
hands, however, you have quite the initial hurdle. While Rhuobhe is an 
Awnshegh with powers that will destroy enemy armies even on his own, he 
lacks the economy to really expand properly. You'll almost certainly 
have to rely on getting Holdings Regents under your control. Use of 
Rhuobhe's Summoning in order to get your troops in Tuornen without war 
declarations may also help, making them among your most favorable first 
targets.

Difficulty: Hard



==ROESONE==
 Abattuor 3/4
 Bellam 3/2
 Caercas 4/1
 Duerlin 3/2
 Edlin 3/2
 Fairfield 3/2
 Ghoried 2/3

 Abbatuor, Law 1
 Bellam, Law 2
 Caercas, Law 2
 Duerlin, Law 1
 Edlin, Law 1
 Fairfield, Law 1
 Ghoried, Law 1

 Caercas, Castle 3

Regents:
 Marlae Roesone, Fighter 5, Brenna Major 24 
  [^ Recommended, Easier Start]
 Michael Agnelie, Thief 3, Brenna Tainted 10 [<- Free Espionage Action]

"Grasslands and farms cover Roesone's landscape, and occasional bogs
and hills dot its surface. Few of the towns scattered throughout the
kingdom rise above 500 in population. Southern Roesone holds a bit of
the Erebannien, the loveliest wood in Anuire. Abandoned castles crumble
into ruin all over the land, remnants of a time before the Empire fell
and neighbor turned on neighbor for a chance at the Iron Throne. Much
of still-wild Roesone lacks the trappings of civilization, but as the
land becomes more and more settled, the ruins are rebuilt and the
country grows to resemble the lands around it. In a few years, it seems
likely that there will be no more lost fortresses to find in the
hills."

Roesone is a quaint, relatively large realm with reasonably friendly 
neighbors, some expansion opportunities, and a problem Awnshegh to the 
north. It'll prove something of a challenge to fight the Spider, but 
those familiar with the game will find him among the easiest of the 
Awnsheghlien to fight off. Buy out the southern Holdings Regents and 
consider using the Rule option to improve the development levels of one 
of your provinces to 4; it might be useful to make Knights eventually.

Difficulty: Medium



==SIELWODE==
 Annydwr 2/6
 Cu Haellyrd 3/6
 Fhylallien 6/5
 Ghyllwn 2/6
 Hoehnaen 3/6
 Iseare 4/5
 Llewhoellen 3/6
 Tuar Llyrien 2/6
 Ywrndor 2/6

 Annydwr, Law 2
 Annydwr, Source 6
 Cu Haellyrd, Law 3
 Cu Haellyrd, Source 6
 Fhylallien, Law 6
 Fhylallien, Source 5
 Ghyllwn, Law 2
 Ghyllwn, Source 6
 Hoehnaen, Law 3
 Hoehnaen, Source 6
 Iseare, Law 4
 Iseare, Source 5
 Llewhoellen, Law 3
 Llewhoellen, Source 6
 Tuar Llyrien, Law 2
 Tuar Llyrien, Source 6
 Ywrndor, Law 2
 Ywrndor, Source 6

 Fhylallien, Castle 6
 Tuar Llyrien, Castle 4

Regents:
 Isaelie, Wizard 13, Vorynn Major 42 [<- Recommended]
 Corwin Rhysdiordan, Ranger 7, Reynir Major 31

With such a powerful wizard, the Sielwode is actually in a much better 
position than is apparent. Capable of warding off its provinces from 
the Gorgon's attacks, the elves of the Sielwode can move southward and 
focus its efforts into going after its weaker southern neighbors. With 
strong Elven units with great advantages over other armies, the 
Sielwode can become a great power with relative ease.

Difficulty: Easy



==SPIDERFELL==
 Spiderfell 5/7

 Spiderfell, Law 0

 Spiderfell, Citadel 7

Regents:
 Spider, Monster, Azrai Great 95
 Fistal Spitworst, Fighter 5, Azrai Minor 10

The weakest Awnshegh realm in the game, whether it's in the AI or the 
Player's hands. The Spider has a single province with no 
infrastructure, and as a Monster with non-functioning spells and using 
a Class that does not gain regency by any method other than provincial 
gains, he is hardpressed to gain good traction in his conquests. Still, 
plenty of viable targets exist around the Spiderfell, and whether you 
use the Spider or his weak Goblin lieutenant, the Spider himself is a 
valuable unit... at least when it comes to autobattles, where the 
reality of his weaknesses in controlled engagements don't come into
play.

Difficulty: Hard



==TAEGHAS==
 Bayside 3/2
 Bhaine 6/0
 Brosien 2/6
 Islien 3/4
 Portage 3/2
 Seamist 2/6
 Wilder's Gorge 1/6

 Bayside, Source 2
 Bhaine, Law 3
 Bhaine, Source 0
 Brosien, Source 6
 Islien, Source 4
 Portage, Source 2
 Seamist, Source 6
 Seasdeep, Source 4
 Wilder's Gorge, Source 6
 Anuire, Source 0
 Avarien, Source 3
 Bhrien, Source 1
 Caulnor, Source 0
 Daulton, Source 2
 Duriene, Source 1
 Nentril, Source 4
 Taliern, Source 4
 Vanilen, Source 4

 Seasdeep, Castle 3

Regents:
 Harald Khorien, Wizard 4, Anduiras Major 33 [<- Recommended]
 Trevor Onwen, Fighter 3, Anduiras Minor 16

In-Game Description:
"Taeghas encompasses a wide range of terrain, though all its provinces
share the same temperate, seacost climate. In the north lies the
southernmost region of the Aelvinnwode, while hills dot Aerele Bay on
the straits. Rivers run everywhere, and moors cover the few places
where the forest can't find a foothold. Sandwiched between Boeruine and
Avanil, Taeghas has become the major battlefield for those two powers
in the past. But now that your Highness is here, all should be well
once again.

Look to your mages for the true power of the realm. Their vast amounts
of source will aid you in your bid for the Iron Throne."

Taeghas is a sizable realm that, while possessing little in the way of
infrastructure, is tucked away in a corner of the world where your
opponents are to one side and the sea is to the other. Expanding 
northward is not only the most obvious course of choice, it's 
oftentimes the only one. This makes for a very simple game, though not 
necessarily a walk in the park; Rhuobhe and Boeruine, both very strong 
opponents, stand in your way. Still, the first few Turns are 
preparation enough to get yourself started. Creating Trade Routes  
leading into the richly developed Bhaine as well as buying Holdings 
Regents out can be a relatively simple task. Eventually, you may even 
turn on and overcome your allies in southwest Anuire. From there, 
taking on the Gorgon as the realm farthest away from him becomes an 
exceedingly simple task.

Difficulty: Easy



==TALINIE==
 Freestead 2/5
 Greensward 2/5
 Ice Haven 3/4
 Seaport 1/4
 Serimset 2/5
 Winter's Deep 3/4

 Freestead, Law 1
 Freestead, Temple 2
 Freestead, Source 5
 Greensward, Law 1
 Greensward, Temple 2
 Greensward, Source 5
 Ice Haven, Law 2
 Ice Haven, Temple 3
 Ice Haven, Source 4
 Lindholme, Law 3
 Lindholme, Temple 4
 Lindholme, Source 2
 Seaport, Temple 0
 Seaport, Source 3
 Serimset, Law 1
 Serimset, Law 2
 Serimset, Source 5
 Winter's Deep, Law 2
 Winter's Deep, Temple 2
 Winter's Deep, Source 4
 Calant, Temple 2
 Dhalaese, Temple 0
 Fhoruile, Temple 2
 Rivien, Temple 6
 Seasedge, Temple 3
 Tariene, Temple 5
 Bloodbay, Source 1
 Crushing Hills, Source 2
 Doom's Peak, Source 1

 Ice Haven, Castle 3

Regents:
 Thuriene Donalls, Priest 6, Anduiras Major 33
 Torele Anviras, Wizard 10, Anduiras Major 35 [<- Recommended]

In-Game Description:
"The forest of the Aelvinnwode covers the kingdom almost entirely.
Though most of its provinces have only sparse populations, this
kingdom maintains sizable lumbering and mining industries. These
efforts do bring coin into the domain, but they have produce a
significant negative impact on the land. The woods slowly give way
before the human expansion, and they don't grow back.

For the most part, the people of Talinie share your royal opinion. They
have to make a living, and why should they move away from the ways they
know best? Some miners and foresters make efforts to heal the land's
wounds, but they number too few to do any noticeable good. The locals,
a practical and religious populace, offer their stern devotion to
Haelyn, as required by law. These proud and independent folk rely on
only themselves and their god.

The capital of Talinie is the fortified city of Nowelton in the 
province of Ice Haven. Hardwood lumber and coal are the dominant trade
goods of Talinie."

Talinie is a strong, wealthy realm with a well-built network of Temples 
and room for Guild expansion within its own borders. This is on top of 
having a few interesting targets for expansion, a pair of respectably 
good Regents, and a powerful ally to the south. Your most annoying 
opponent would be the Five Peaks, who can be Awnshegh-like in its 
expansion... But Talinie is more than strong enough to handle them.

Difficulty: Easy



==THURAZOR==
 Bloodbay 2/5
 Crushing Hills 3/4
 Doom's Peak 2/6
 Falling Timber 4/3
 Mergarrote 4/3
 Storm's Release 3/4

 Bloodbay, Law 2
 Crushing Hills, Law 3
 Doom's Peak, Law 2
 Falling Timber, Law 2
 Mergarrote, Law 2
 Storm's Release, Law 3

 Falling Timber, Castle 1
 Doom's Peak, Wizard Tower 1

Regents:
 Tie'skar Graecher, Fighter 7, Azrai Minor 24 [<- Recommended]
 Kraztal Skreedal, Fighter 7, Azrai Tainted 8

A somewhat underpowered realm, the Goblin domain of Thurazor can 
require a lot of work to get running. Surrounded on all sides by 
powerful domains who can more than match it in strength, Thurazor will 
almost certainly need to acquire Oaths of Fealty from Holdings Regents 
and develop an economy if it wants to at least bruteforce a path of 
expansion by way of excessive numbers. An eventual victory with this 
Goblin kingdom can be hard-fought and full of roadblocks, but it can be 
a satisfying one.

Difficulty: Hard



==TUARHIEVEL==
 Avallaigh 2/6
 Bhindraith 2/6
 Braethindyr 4/5
 Cwmbheir 6/5
 Cymryr 3/5
 Dhoneaghmiere 3/5
 Llyrandor 2/6

 Avallaigh, Law 0
 Avallaigh, Source 5
 Bhindraith, Law 1
 Bhindraith, Guild 0
 Bhindraith, Source 4
 Cwmbheir, Law 4
 Cwmbheir, Guild 0
 Cwmbheir, Source 5
 Cymryr, Law 2
 Cymryr, Guild 5
 Dhoneaghmiere, Law 2
 Dhoneaghmiere, Source 5
 Llyrandor, Law 2
 Llyrandor, Source 6

 Cwmbheir, Castle 6

Regents:
 Fhileraene, Fighter 7/Wizard 7, Reynir Great 55 [<- Recommended]
 Llytha Damaan, Wizard 6/Thief 6, Vorynn Great 34

In-Game Description:
"Your highness, it is wonderful to finally meet you. The state of the
realm is, in general, satisfactory, but with the menace of the evil
awnshegh, the stability of the entire continent may be in question.

Tuarhievel, the last elf kingdom in the Aelvinnwode, remains a place of
shade and brooding beauty, nearly the equal of the Erebannien in its
appeal. The swels of its hilly landscape bring to mind an endless sea
of trees.

Tuarhievel revolves around your Thorn Throne. It's said the Thorn
Throne will pierce anyone deemed inappropriate to sit in it. In the
spring and summer, white and red roses bloom within its woody tendrils,
while fall and winter find it bare. The throne stands under a canopy of
leaves, in a clearing of oaks designed to resemble a great hall. The
capital is in the province of Cwmbheir.

Weapons and armor of elven manufacture, musical instruments, wood
carvings, and statuary constitute the kingdom's main exports."

Tuarhievel has the dubious honor of being the one realm with the worst
relations to the Gorgon's Crown; they're also one of the targets most 
exposed to the Gorgon's forces. Unfortunately, unlike the Sielwode, 
you're not packing a ridiculously powerful Wizard who can ward off your 
provinces from the Gorgon's advance... As such, you'll need to perform 
the very specific action of getting High Mage Aelies on your side. 
Utilize RP to pay off your troops for the first few turns to raise the 
GB needed to get his services immediately, and then use Warding 
(centered on Cwmbheir and then extended to Avallaigh, Bhindraith, 
Cymryr, and Llyrandor) every other turn. Once you're able to do this, 
consider expanding militarily into Dhoesone or Thurazor. Eventually—
usually after the Gorgon autoabsorbs a realm-- he'll turn his eyes away 
from you. At that point you can lighten up on Warding and then begin 
your conquests proper. It will almost certainly be a rough start until 
then, however.

Difficulty: Very Hard



==TUORNEN==
 Alamsreft 3/2
 Elevesnemiere 2/5
 Ghonallison 2/3
 Haesrien 5/0
 Monsedge 3/2
 Pechalinn 2/5
 Tuor's Hold 3/2

 Alamsreft, Law 1
 Elevesnemiere, Law 2
 Ghonallison, Law 0
 Haesrien, Law 3
 Haesrien, Guild 2
 Monsedge, Law 1
 Nabhriene, Law 0
 Pechalinn, Law 2
 Tuor's Hold, Law 0

 Haesrien, Castle 5

Regents:
 Laela Flaertes, Bard 4, Brenna Minor 35 [<- Recommended]
 Braedonnal Tuare, Fighter 7, Basaia Major 34

In-Game Description:
"The kingdom of Tuornen has healed from the wounds of the war fought
100 years ago. Still, as in the Heartlands, places in the countryside
remain where no living thing shall grow again. The prairie in the
south slowly gives way to the hills of the western provinces, which in
turn become mountains, forest, or a little of both. But those who would
travel here, through Elevesnemiere or Pechalinn, should take care,
for Rhuobhe's domain lies nearby, and human-hating elves sometimes
creep from Rhuobhe into Tuornen to slay "despoilers of the land."

Lofton sits just across the Tuor River from Alamie's capital. In the
past the walled city has kept out several Alamien invasions, bearing
permanent scars as proof and reminding all of the price of freedom.

The Tuor River is Tuornen's main trade route, making the city of Haes a
veritable seaport. From the northern hills and mountains and the 
western forest come a plethora of goods: lumber, furniture, gold, 
silver, and coal. Though no Imperial Capital, Haes remains one of the
Heartland's main cities."

Stuck between Alamie, the Manslayer, the Five Peaks, Avanil, and 
Boeruine, the nation of Tuornen is exposed on all sides and requires 
that you constantly build up your forces and your infrastructure while 
suppressing Manslayer from the start. Thankfully, you start in good 
relations with some Holdings Regents and, through trading of Holdings 
and even Castle Haes itself, can acquire the Holdings of wealthy 
Regents like Fhylie the Sword. Nonetheless, it can be tough to hang on. 
Don't get important Lieutenants stuck in Rhuobhe's provinces, as the 
Manslayer can relentlessly destroy them with Mass Destruction. Be
thankful everytime your opponents decide to target someone else. 
Eventually, you can escape the crowding in your domain (from within and 
without) and become a real power.

Difficulty: Very Hard



A quicklist of Domains from most difficult beginning, to easiest.

VERY HARD:
City of Anuire, Cariele, Elinie, Mur-Kilad, Tuarhievel, Tuornen

HARD:
Alamie, Five Peaks, Medoere, Rhuobhe, Spiderfell, Thurazor

MEDIUM:
Baruk-Azhik, Coeranys, Dhoesone, Diemed, Ilien, Markazor, Mhoried, 
Osoerde, Roesone

EASY:
Aerenwe, Boeruine, Endier, Sielwode, Taeghas, Talinie

VERY EASY:
Avanil, Brosengae, Chimaeron, Ghoere

EASIEST:
Dhoesone (See Beginner Tutorial section above), Gorgon's Crown



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|4. Building Infrastructure                               {birtheco}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The first couple of Turns in this game will determine whether you get 
off to a running start, or end up hobbling and collapsing later on. 
Expansion is key in this game, and if you can't keep rolling out armies 
to further expand your domain until you hit 500 points (or conquer all 
of Anuire for those more ambitiously inclined), then some part of your 
strategy has failed.

When it comes to domain play, there are a number of different key 
methods to establishing an infrastructure needed to create a military.  


[Lines of Income - Trade Routes]

Trade Routes are one of the easiest methods of creating new income. 
Created from within the provinces you own, they're also one of the most 
reliable, as the guilds they're sourced from won't be contested. Trade 
Routes require these conditions: a Guild in the starting provinces, a 
line of road leading to the ending province, the two provinces must 
have different terrain, and the ending province must either be owned by 
you or by someone allied (Permissive Alliances will work). 

Fulfilling the conditions of a Trade Route isn't particularly 
difficult; most Realms need only take a look at their provinces, and if 
they spot even one province with a different terrain from all the rest, 
then guilds created from any other province can link up to that one. 
Even if they don't, simply allying with someone who DOES have such a 
province will solve that problem easily.

Trade Routes aren't at all dependent on the level of a Guild; you can 
make as many from a province as its province level will allow (one for 
every two development levels after 2/*) even with a Level 0 Guild. 
Income isn't dependent on Guild level either, with the amount of GB 
gained every Turn dependent on an average of the development levels of 
the starting and ending province.

As the AI continues to improve its own province levels, Trade Routes 
can become increasingly more powerful as the game drags on.


[Buying Out Regents - Diplomacy and Holdings Regents]

Many regents are stuck without a lot of provinces, or sometimes only 
one or two. You could attempt to build an infrastructure based on 
Guilds, and even Temples and Law Holdings, but attempting to do so may 
leave you open to attack from hostile Regents looking for easy 
pickings. A quick way of getting a whole lot of Holdings in a small 
amount of time is to buy out regents who have only Holdings.

Doing so is a very simple procedure; get them to swear an Oath of 
Fealty in Diplomacy. Once you do, these so-called Holdings Regents will 
not only become a unit on the map, you'll also take control over all 
the Holdings they had, including all the money they bring in.

A good method of upping the percentage required to bring these Regents 
to the table is to give them your own high-level Holdings, if you 
possess any. This is often little more than a temporary loan-out; once 
they swear the Oath of Fealty, any Holdings you gave them will revert 
back to your control... including the one you may've traded to get them 
to swear it in the first place!

While he technically offers virtually nothing in the way of economy, 
the Wizard Eyeless One is easily one of the most valuable, as he 
possesses the Legion of Dead spell for creating units of powerful 
Skeletons that require no upkeep.

Be mindful of the Regent's alignment, as that'll affect how much it'll 
take to make them consider your offers.

Here's a list of Holding Regents and the Holdings that are in their 
possession. Try to look for ones in control of large numbers of high-
level Holdings. 

N. IMPORT AND EXPORT
 Adaere Doneim, Thief 5, Chaotic Evil
  Dharilein - Law 0
  Ruidewash - Law 0
  Sidhuire - Law 0
  Falling Timber - Law 2
  Dharilein - Guild 1
  Ruidewash - Guild 2
  Sidhuire - Guild 2
  Braethindyr - Guild 2
  Cwmbheir - Guild 3
  Bloodbay - Guild 1
  Doom's Peak - Guild 1
  Falling Timber - Guild 1
  Megarrote - Guild 1

IMPREGNABLE HEART
 Hubaere Armiendin, Priest 11, Lawful Good
  Abbatuor - Temple 2
  Bellam - Temple 3
  Caercas - Temple 3
  Duerlin - Temple 2
  Edlin - Temple 2
  Fairfield - Temple 2
  Ghoried - Temple 1
  Ilien - Temple 4
  Alamier - Temple 0
  Algael - Temple 2
  Ghalliere - Temple 2
  Moergen - Temple 2

S. ANUIRE SHIPPING
 Orthien Tane, Thief 3, Chaotic Neutral
  Abbatuor - Guild 3
  Bellam - Guild 3
  Caercas - Guild 0
  Fairfield - Guild 0
  Aerele - Source 2
  Duene - Guild 3
  Moere - Guild 1
  Alamier - Source 2
  Braeme - Guild 3

HIGH MAGE AELIES
 Aelies, Wizard 16, Lawful Neutral
  Abbatuor - Source 2
  Bellam - Source 2
  Edlin - Source 2
  Fairfield - Source 2
  Ghoried - Source 2
  Banien's Deep - Source 3
  Calrie - Source 0
  Dhoenel - Source 0
  Halried - Source 0
  Northvale - Source 5
  Shadowgreen - Source 5
  Westmarch - Source 3

PORT OF CALL EXCHANGE
 el-Hadid, Thief 3, Lawful Evil
  Abbatuor - Guild 0
  Caercas - Guild 2
  Duerlin - Guild 3
  Edlin - Guild 3
  Aerele - Guild 2
  Bliene - Guild 3
  Ciliene - Guild 3
  Ilien - Guild 7
  Alamier - Guild 2

ORTH. IMP. TEMPLE
 Lavalan Briesen, Priest 5, Lawful Good
  Aerele - Temple 4
  Bliene - Temple 3
  Cilien - Temple 6
  Duene - Temple 3
  Moere - Temple 5
  Tier - Temple 2

WIZARD HERMEDHIE
 Hermedhie, Wizard 7, Lawful Neutral
  Aerele - Source 1
  Bliene - Source 4
  Duene - Source 2
  Tier - Source 1
  Braeme - Source 2
  Caerwil - Source 3

JEWEL OF SARIMIE
 Temias Coumain, Priest 8, Neutral Good
  Anuire - Temple 3
  Bhrien - Temple 2
  Caulnor - Temple 2
  Daulton - Temple 3
  Duriene - Temple 3
  Alaroine - Temple 3
  Hildon - Temple 2
  Laraeth - Temple 3
  Nortmoor - Temple 1
  Soutmoor - Temple 2
  City of Anuire - Temple 1
  Endier - Temple 3

TEMPLE OF CUIRAECEN
 Linnias Baccaere, Priest 7, Lawful Good
  Bacaele - Temple 3
  Calant - Temple 0
  Dhalaese - Temple 3
  Nietier - Temple 3
  Redoubt - Temple 3
  Seasedge - Temple 3
  Tariene - Temple 1
  Thasbyrn - Temple 1
  Falling Timber - Temple 1
  Megarrote - Temple 2

UPPER ANUIRE TRADERS
 Gaelin Thuried, Thief 4, Chaotic Neutral
  Giant's Fastness - Law 1
  Soniele - Law 1
  Megarrote - Law 2
  Dhalaese - Guild 3
  Nietier - Guild 3
  Redoubt - Guild 0
  Rivien - Guild 1
  Bevaldruor - Guild 1
  Byrnnor - Guild 1
  Torien's Watch - Guild 3
  Winoene - Guild 3
  Giant's Fastness - Guild 1
  Soniele - Guild 1
  Crushing Hills - Guild 1
  Falling Timber - Guild 1
  Megarrote - Guild 1
  Storm's Release - Guild 1

HAELYN'S AEGIS
 Antia Maricoere, Priest 6, Lawful Neutral
  Ansien - Law 2
  Ruorven - Law 1
  Achiese - Temple 3
  Bhalaene - Temple 1
  Bheline - Temple 1
  Danaroene - Temple 1
  Ghiere - Temple 3
  Rhumannen - Temple 2
  Tireste - Guild 3
  Bevaldruor - Temple 3
  Byrnnor - Temple 2
  Cwlldon - Temple 2
  Maesilar - Temple 0
  Marloer's Gap - Temple 1
  Tenarien - Temple 0
  Winoene - Temple 3
  Chalsedon - Temple 3
  Mholien - Temple 2
  Mhelliviene - Temple 0
  Mountainsedge - Temple 0
  Caudraight - Temple 2

MILITANT ORDER
 Fhylie the Sword, Priest 6, Chaotic Good
  Bhalaene - Temple 5
  Bheline - Temple 3
  Conallier - Temple 0
  Danaroene - Temple 3
  Ghiere - Temple 2
  Rhumannen - Temple 2
  Tireste - Temple 2
  Tornilen - Temple 3
  Balteruine - Temple 2
  Bevaldruor - Temple 3
  Cwlldon - Temple 0
  Maesilar - Temple 3
  Tenarien - Temple 3
  Alamsreft - Temple 3
  Elevesnemiere - Temple 2
  Ghonallison - Temple 2
  Haesrien - Temple 2
  Monsedge - Temple 0
  Nahbriene - Temple 0
  Pechalinn - Temple 2
  City of Anuire - Temple 2

POINTS EAST TRADING
 Elamien Lamier, Thief 2, Chaotic Evil
  Ansien - Guild 5
  Chalsedon - Guild 3
  Hope's Demise - Guild 1
  Mholien - Guild 2
  Osoeriene - Guild 3
  Sendouras - Temple 3
  Soileite - Guild 2
  Ranien - Guild 2
  Bran's Retreat - Temple 2
  Cliff's Lament - Temple 2
  Ruorven - Temple 2

SECOND SWAMP MAGE
 The Swamp Mage, Wizard 10, Neutral Good
  Hope's Demise - Source 5
  Mholien - Source 3
  Soileite - Source 3
  Bogsend - Source 2
  Ghalliere - Source 3
  Gulfport - Soruce 2
  Moergen - Source 3
  Moriel - Source 1
  Sunken Lands - Source 6

N. REFORMED CHURCH
 Larra Nielems, Priest 8, Neutral Evil
  Nolien - Temple 3
  Ruidewash - Temple 1
  Sidhuire - Temple 0
  Sonnelind - Temple 3
  Tradebhein - Temple 2
  Mhelliviene - Temple 5
  Mountainsedge - Temple 3
  Riverford - Temple 5

WIZARD EYELESS ONE
 Eyeless One, Wizard 8, Chaotic Evil
  Mountainsedge - Source 0
  Riverford - Source 0
  The Gorge - Soruce 1
  Floodspaeth - Source 1
  Helmshaven - Source 1
  Puinol - Source 1
  Sufhanie - Source 1
  Thasbyrn - Source 1 
  Torain - Source 1
  Bloodbay - Source 2
  Doom's Peak - Source 2
  Falling Timber - Source 2
  Megarrote - Source 3
  Storm's Release - 2

RUARCH ROCKHAMMER
 Ruarch Rockhammer, Priest 11, Lawful Good
  Crushing Rock - Temple 3
  Fallen Rock - Temple 2
  Bran's Retreat - Temple 4
  Cliff's Lament - Temple 4
  Land's Victory - Temple 3
  The Promontory - Temple 3
  Rivenrock - Temple 5


[Homegrown Infrastructure - The Rule Option and Holdings]

At the start, if you don't have a lot of Holdings with room for 
improvement, and especially if you lack the RP-gain-per-Turn to sustain 
such actions, using the Rule option will seem an inefficient way to 
improve your economy. However, when you build a lot of Guilds, or a lot 
of 0-Holdings (non-Source) in general, doing a buckshot improvement 
attempt of all of them at once, even without improving chances of 
success through Regency, can lead to a huge boost in income in only a 
single Domain Action. It is also one of the best ways to level up 
Lieutenants.



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|5. Building a Military                                   {birthmil}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



Just as there's more than one way to construct an economy, there's also
multiple methods of building up a war machine for conquering Anuire.


[A Hands-on Approach - Troop Variety and Lieutenants]

Having a troop composition that can deal with most enemy armies can be
beneficial in player-managed engagements. Sending high-speed troops to 
the front while strong ranged forces wait in the back and pick off 
enemies is a somewhat useful tactic, especially with units packing at 
least a 4 Missile rating. Just be wary of hitting your own forces with 
Missile attacks, because if they're in the middle of engaging the enemy 
target, they'll be hit as well.

Lieutenants who are capable of casting magic are also incredibly 
useful. Regardless of what it is, many Wizard spells can wipe out an 
enemy unit with just three casts (sometimes less), and even forcing 
enemies off the map with a single spell slung. Priests, who come with 
Turn Undead, can also force take down Skeletons-- one of the most 
problematic enemies in the game--with impugnity.


[The Autobattle Approach - Pick a Unit and Spam It]

You can often pump out more units than an enemy, or at the very least, 
can carefully pick out what you want instead of the random mess that 
most other non-Awnshegh/Five Peaks domains look like. Some units in 
particular are much stronger than others when it comes to battles that 
you choose to let the game decide rather than your own actions, 
regardless of how useful they'd actually be if you went and controlled 
them yourself. You can construct entire stacks of such units and often 
take down other armies twice their size.

At the beginning, one of the strongest units you can spam easily are 
basic Cavalry. They will often overpower most other units easily, and 
will take down a lot of Knights with them as well as lots of Skeletons. 
A cheap and easy way of overrunning your enemy, as they cost only 4GB 
and require just a province development level of 3; while they do have 
the high 2GB upkeep, they are taken out often enough by enemies often
enough that this isn't too much of a problem-- though not without doing 
a number on enemy stacks.

In a pinch, Merc. Cavalry can stand in for regular Cavalry. Even though 
they cost 6GB (the same as Knights!) Cavalry are still often just as 
good as regular Cavalry AND they can be mustered in *any* province 
that's been developed.

In a SEVERE pinch, Archers are the best 2GB unit. They can win a great
number of autobattle situations, but lack the staying power of mounted
and racial units listed here.

Once you start taking over a lot of territories that are 4+ (either 
during the mid/lategame or from the bigger, stronger NPC-default realms 
like Avanil and Ghoere), Knights will become your standard. Mustered 
from richly developed 4+ Provinces for 6GB, these guys will trade 
really well with the fearsome Skeletons and absolutely crush most 
everything else, save for the even scarier Elven Cavalry.

Dwarves' best bet for this are Dwarf Bowmen, who have a 4GB cost and 
2GB maintenance, just like Cavalry.

Elves have the best selection for an autobattle strategy. They have two
incredibly powerful options:

 Elven Archers, which cost 4GB but only have a maintenance of 1GB. They 
 will trade extremely well with nearly every enemy in the game, 
 fighting even Knights on an even footing in automated battles at half 
 a Cavalry unit's maintenance.

 Elven Cavalry are the strongest autobattle unit in the game. At a 
 hefty 8GB (but still only 2GB maintenance), these guys will defeat 
 everything in the game AND they have a solid Missile attack AND they 
 can police entire regions of problem provinces on their own.


[Amassing Skeletons]

Skeletons are considered among the most broken units in the game. Not 
only do they have the results mostly of automated battles mostly in 
their favor, but they will also crush most units in controlled 
engagements as well. They also cost a small amount of GB to create (in 
comparison to other units) along with having absolutely NO maintenance 
cost at all.

There are four reliable methods of creating Skeletons:
 
 ==Realm Spell: Legion of Dead (Main Regent)==
 This spell is quite possibly the most broken one in the game. It can 
 create a number of Skeleton units dependent on the level of the 
 regent, requiring a single GB, a miniscule 4RP, and at least a Level 3 
 Source Holding, or a Source Holding linked by way of Ley Line to a 
 Level 3+ Source. For every level after 6, you can create a Skeleton; 
 creating even as many as four *constantly* can comb down swaths of 
 enemy forces in their own provinces with just a leyline-linked Level 0 
 Holding, all without declaring war at all.

 If your Wizard or Bard doesn't start with this spell, you have a
 chance of learning it from a Tome of Mage Lords, acquired from 
 Adventures.

 ==Lieutenant Action: Legion of Dead (Eyeless One)==
 Eyeless One is worth mentioning in his own separate section because 
 he's the ONLY Lieutenant-- assuming you pick the regent in a relevant 
 domain that has LoD-- that can *cast* Legion of Dead. He may not be 
 able to create as many, but building up a Skeleton force to unleash on 
 your enemies later while your main forces (with all their associated 
 costs) take up the brunt of the damage can lead to you maintaining 
 your position as a force to be reckoned with.

 ==Realm Spell: Summoning==
 Probably the mechanically weakest way of creating Skeletons, Summoning 
 allows you to create a single Skeleton unit for 2GB, 5RP, and the use 
 of a Domain Action. You can make other units simultaneously with the 
 Skeletons as well, for an additional 2GB and 5RP; of these, the Goblin 
 Infantry is easily the least useful, though the main benefit is the 
 Skeletons. Summoning isn't a bad spell, but not a good one either. It 
 gives you an interesing grab-bag, at least.

 ==Adventure Item: Chalice of the Dead==
 While it won't be available for a long time-- probably long after it 
 could actually be useful-- Chalice of the Dead is still a reliable way 
 of getting a force of Skeletons. Acquiring this from the Kal Saitharak 
 quest will allow you to muster a single unit of Skeletons per Action 
 (NOT per Turn) from any province for 1GB. Considering Muster is a Free 
 Action, this can be pretty useful, though it's often in mid/lategame 
 that you acquire it, at which point you'll have chosen some method of 
 creating an army, lessening the impact of the Chalice's otherwise 
 valuable effect.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|6. List of Military Units                                {birthmus}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



~Infantry
 
 MUSTER COST       2GB
 MAINTENANCE COST  1GB

 MOVE    1   MELEE   3
 DEFENSE 3   CHARGE  0
 MORALE  2   MISSILE 0
 
+1 to MELEE and DEFENSE vs. Pikemen or Irregulars.
Can be mustered in (1/*) Human provinces.


~Elite Infantry

 MUSTER COST       4GB
 MAINTENANCE COST  2GB

 MOVE    1   MELEE   3
 DEFENSE 4   CHARGE  0
 MORALE  3   MISSILE 0

+1 to MELEE vs. Pikemen or Irregulars.
Can be mustered in (3/*) Human provinces.


Archers

 MUSTER COST       2GB
 MAINTENANCE COST  1GB

 MOVE    2   MELEE   2
 DEFENSE 2   CHARGE  0
 MORALE  2   MISSILE 4

+1 to MISSILE vs. mounted units.
Can be mustered in (2/*) Human provinces.


~Irregulars

 MUSTER COST       1GB
 MAINTENANCE COST  1GB

 MOVE    2   MELEE   3
 DEFENSE 2   CHARGE  0
 MORALE  2   MISSILE 2

Can be mustered in (1/*) Human provinces.


~Pikemen

 MUSTER COST       2GB
 MAINTENANCE COST  1GB

 MOVE    1   MELEE   3
 DEFENSE 3   CHARGE  0
 MORALE  2   MISSILE 0

Unaffected by CHARGE. 
+1 to MELEE and DEFENSE vs. mounted units.
Can be mustered in (2/*) Human provinces.


~Levies

 MUSTER COST       0GB
 MAINTENANCE COST  1GB

 MOVE    1   MELEE   2
 DEFENSE 1   CHARGE  0
 MORALE  1   MISSILE 0

Can be mustered in (1/*) Human provinces.


~Scouts 

 MUSTER COST       2GB
 MAINTENANCE COST  1GB

 MOVE    3   MELEE   2
 DEFENSE 2   CHARGE  0
 MORALE  2   MISSILE 3

Unrestricted terrain movement in battle.
Can be mustered in (1/*) Human provinces.


~Knights

 MUSTER COST       6GB
 MAINTENANCE COST  2GB

 MOVE    2   MELEE   4
 DEFENSE 4   CHARGE  6
 MORALE  3   MISSILE 0

Mounted unit.
Can be mustered in (4/*) Human Provinces.


~Cavalry

 MUSTER COST       4GB
 MAINTENANCE COST  2GB

 MOVE    3   MELEE   3
 DEFENSE 3   CHARGE  5
 MORALE  2   MISSILE 1

Mounted unit.
Can be mustered in (3/*) Human provinces.


~Elven Infantry

 MUSTER COST       4GB
 MAINTENANCE COST  1GB

 MOVE    2   MELEE   3
 DEFENSE 2   CHARGE  0
 MORALE  3   MISSILE 0

Unrestricted terrain movement in battle.
Can be mustered in (1/*) Elf provinces.


~Elven Archers

 MUSTER COST       4GB
 MAINTENANCE COST  1GB

 MOVE    2   MELEE   2
 DEFENSE 2   CHARGE  0
 MORALE  3   MISSILE 5

Unrestricted terrain movement in battle.
Can be mustered in (3/*) Elf provinces.


~Elven Cavalry

 MUSTER COST       4GB
 MAINTENANCE COST  2GB

 MOVE    4   MELEE   3
 DEFENSE 3   CHARGE  5
 MORALE  3   MISSILE 4

Unrestricted terrain movement in battle.
Can be mustered in (4/*) Elf provinces.


~Dwarf Infantry

 MUSTER COST       4GB
 MAINTENANCE COST  2GB

 MOVE    1   MELEE   3
 DEFENSE 5   CHARGE  0
 MORALE  3   MISSILE 0

Cannot be forced to flee from the battlefield by magic.
Can be mustered in Dwarf provinces.


~Dwarf Bowmen

 MUSTER COST       4GB
 MAINTENANCE COST  2GB

 MOVE    1   MELEE   2
 DEFENSE 4   CHARGE  0
 MORALE  3   MISSILE 4

Cannot be forced to flee from the battlefield by magic.
Can be mustered in Dwarf provinces.


~Goblin Infantry

 MUSTER COST       1GB
 MAINTENANCE COST  1GB

 MOVE    1   MELEE   2
 DEFENSE 2   CHARGE  0
 MORALE  1   MISSILE 1

+1 to MELEE vs. Pikemen or Irregulars.
Can be mustered in (1/*) Goblin provinces.
Can be acquired from Summoning (Realm Spell).


~Goblin Archers

 MUSTER COST       1GB
 MAINTENANCE COST  1GB

 MOVE    1   MELEE   1
 DEFENSE 2   CHARGE  0
 MORALE  1   MISSILE 3

+1 to MISSILE vs. mounted units.
Can be mustered in (2/*) Goblin provinces.


~Goblin Cavalry

 MUSTER COST       4GB
 MAINTENANCE COST  2GB

 MOVE    2   MELEE   3
 DEFENSE 3   CHARGE  4
 MORALE  2   MISSILE 1

Mounted unit.
Can be mustered in (3/*) Goblin provinces.
Can be acquired from Summoning (Realm Spell).


~Merc. Infantry

 MUSTER COST       4GB
 MAINTENANCE COST  2GB

 MOVE    1   MELEE   3
 DEFENSE 3   CHARGE  0
 MORALE  1   MISSILE 0

+1 to MELEE vs. Pikemen or Irregulars.
Can be mustered in any developed province.


~Merc. Archers

 MUSTER COST       4GB
 MAINTENANCE COST  2GB

 MOVE    2   MELEE   2
 DEFENSE 2   CHARGE  0
 MORALE  1   MISSILE 4

Can be mustered in any developed province.


~Merc. Irregular

 MUSTER COST       3GB
 MAINTENANCE COST  2GB

 MOVE    1   MELEE   3
 DEFENSE 3   CHARGE  0
 MORALE  1   MISSILE 0

Unaffected by CHARGE. 
+1 to MELEE and DEFENSE vs. mounted units.
Can be mustered in any developed province.


~Merc. Cavalry

 MUSTER COST       6GB
 MAINTENANCE COST  2GB

 MOVE    3   MELEE   3
 DEFENSE 3   CHARGE  5
 MORALE  1   MISSILE 1

Mounted unit.
Can be mustered in any developed province.


~Skeleton

 MUSTER COST       1GB
 MAINTENANCE COST  0GB

 MOVE    1   MELEE   5
 DEFENSE 7   CHARGE  0
 MORALE  2   MISSILE 0

Cannot be forced to flee from the battlefield by magic.
Can be mustered one unit per action through Chalice of Dead (Item).
Can be acquired by Legion of Dead (Realm Spell).
Can be acquired by Summoning (Realm Spell).


~Gnoll Infantry

 MUSTER COST       N/A
 MAINTENANCE COST  1GB

 MOVE    2   MELEE   4
 DEFENSE 4   CHARGE  0
 MORALE  1   MISSILE 2

+1 to MELEE and DEFENSE vs. Pikemen and Irregulars.
Can be acquired by Summoning (Realm Spell).


~Spiders

 MUSTER COST       N/A
 MAINTENANCE COST  N/A

 MOVE    2   MELEE   3
 DEFENSE 3   CHARGE  4
 MORALE  2   MISSILE 0

Can only be acquired when automatically given to certain domains.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|7. Spells                                                {birthspe}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 

===ARCANE SPELLS (Wizard, Bard)===

[Level 1]

 Detect Magic - Shows all magical objects within a radius of 60' on 
  the map.

 Feather Fall - Allows you to fall more slowly, negating fall damage.

 Jump - Allows you to jump three times as high.

 Magic Missile - Throws out a magic missile for every two levels (to a 
  maximum of 5). Each missile does 2-5 damage. Can rout enemies when 
  used in the battlefield.

 Reduce - Lowers party size and Strength by 50%.


[Level 2]

 Knock - Opens doors locked by keys or gems.

 Levitate - Allows you to slowly move up or down without falling.

 Locate Object - Highlights the Quest Goal Item.

 Morelf's Poison Arrow - Deals 2-8 damage, plus 1-4 damage every level
  past Wizard 2. Can rout enemies in the battlefield.

 Strength - +1-8 Strength for a Warrior or Paladin or Ranger,
            +1-6 Strength for a Rogue or Priest,
            +1-4 Strength for a Wizard or Bard.

 
[Level 3]

 Fireball - Does 1-6 fire damage per caster level, up to level 10. Can 
  rout enemies in the battlefield.

 Fly - Allows you to fly around rapidly, negates fall damage.

 Stone Undead - Has a chance of turning an Undead enemy to stone.

 Lightning Bolt - Does 1-6 lightning damage per level, up to level 10. 
  Can rout enemies in the battlefield.

 Infravision - Allows better sight in the darkness.


[Level 4]

 Ice Storm - Does 3-30 cold damage. Can rout enemies in the 
  battlefield.

 Minor Globe/Invuln - Grants immunity to Level 1-3 spells.

 Stone Skin - Gives caster a base AC of 2, making it harder to hit 
  them, if they don't already have a lower AC.

 Confusion - Causes enemies to either stand in place or move away.


[Level 5]

 Disintegrate - Chance to disintegrate an opponent, utterly 
  annihilating them. Can completely eliminate opponents in the 
  battlefield.

 Teleport - Brings you to targeted location on the map.

 Cone of Cold - Does 3-6 damage per caster level. Can rout enemies on
  the battlefield.


[Level 6] (<- Bard maxes out here.)

 Flesh to Stone - Chance to turn target to stone. Can work on bosses.

 Globe of Invuln. - Grants immunity to Level 1-4 spells.

 Chain Lightning - Electrical attack, hits multiple targets. Can
  utterly annihilate units on the battlefield.

 Death Spell - Utterly destroys an enemy. Can utterly annihilate units
  on the battlefield.


[Level 7]

 Power Word Stun - Chance to cause enemies to be stunned, move
  randomly, or be unable to fight. Causes enemy units to not attack on
  the battlefield.


 Improved Fireball - Does 1-6 fire damage per caster level. Can utterly
  annihilate units on the battlefield.

 
[Level 8]

 Power Word Blind - Blinds a number of creatures equivalent to their
  total hit points, up to 100 HP.

 Spell Immunity - Grants +25% chance to save against magic.


[Level 9]

 Meteor Swarm - Does 10-40 damage to all creatures in the meteor's
  path. Can utterly annihilate units in the battlefield.

 Time Stop - For duration, every enemy stops moving while you can move
  around. However, you cannot pick anything up.

 

===DIVINE SPELLS (Priest, Ranger, Paladin)===

[Level 1]

 Cure Light Wounds - Target party member heals 1-8 HP.

 Detect Evil - Evil enemies and objects nearby appear on the map.

 Detect Magic - Magical enemies and objects nearby appear on the map.

 Light - Makes the Quest area brighter for the duration.

 Shillelagh - Grants +5% chance to hit and +1 damage on all regular
  attacks.

 Turn Undead - Does 1-6 damage per caster level to target undead enemy.


[Level 2]

 Barkskin - Gives caster a base AC of 6, minus one every 4 caster
  levels, assuming their base AC is not already lower.

 Find Traps - Shows traps in range of the automap.

 Find Treasure - All treasure is highlighted on the map.

 Resist Fire - Grants immunity to fire damage for the duration.

 Spiritual Hammer - Does 1-6 damage, +1 for every two caster levels.


[Level 3] (<- Paladin and Ranger max out here.)

 Magical Vestment - Gives caster a base AC of 5, minus one every three
  caster levels. Maxes out at 0.

 Continual Light - Makes the Quest area brighter.


[Level 4]

 Cure Serious Wounds - Target party member heals 3-17 HP.

 Protection From Evil - Evil creatures have a -10% chance to hit you,
  and you have a +10% chance to save against evil creatures' spells.


[Level 5]

 Cure Critical Wounds - Heals 6-27 HP.

 Flame Strike - Does 6-48 fire damage. Can rout enemy units on the
  battlefield.

 True Seeing - Reveals the entire quest map.


[Level 6]

 Heal - Target party member heals for full HP.


[Level 7]

 Fire Storm - Does 1-8 points of fire damage per caster level to 
  enemies in the area.

 Holy Word - Banishes all undead creatures. Everyone with a different
  alignment from the caster nearby will take 5-40 damage. Can utterly
  annihilate enemies in the battlefield.

 Resurrection - Revives a dead party member.
 


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|8. Realm Spells                                          {birthrsp}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



===ARCANE REALM SPELLS (Wizard, Bard)===

 Alchemy - Converts RP to GB, up to a maximum of 400 RP for 99 net GB.

 Death Plague - Reduces the Development Level of a province by 1, to a
  minimum of 0.

 Demagogue - Agitates or stabilizes target province(s).

 Dispel Realm Magic - Removes magical effects currently occuring in
  target province, as well as increasing the RP cost of all spells
  performed in target province depending on induced Strength level at
  time of Dispel Realm Magic casting.

 Legion of Dead - Summons a unit of Skeletons for every caster level
  past 6.

 Mass Destruction - Destroys a number of units in target province.

 Raze - Lowers a target province's Castle, Stronghold, Citadel, or 
  Wizard Tower by one level, allowing you to take control of the target
  province more quickly.

 Scry - Reveals units hidden in a province.

 Summoning - Can choose to summon a number of different units;
  Goblin Infantry
  Goblin Cavalry (Mistakenly listed as Gnoll Marauders)
  Gnoll Infantry
  skeletons

 Transport - Transports your units to any place on the map where you
  possess a Source.


===DIVINE REALM SPELLS (Priest, Paladin, Ranger)===

 Investiture - Priest only. Allows you to invest (transfer control) of
  a province without hiring another priest, thus lowering the costs of
  the Investiture action.

 Bless Land - Maximizes target province's income.

 Bless Army - Increases offensive attributes of target units by +1.

 Blight - Minimizes target province's income.

 Dispel Realm Magic - Removes magical effects currently occuring in
  target province, as well as increasing the RP cost of all spells
  performed in target province depending on induced Strength level at
  time of Dispel Realm Magic casting.

 Honest Dealing - Minimizes Guild income, makes Agitation and Espionage
  impossible in target province.



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|9. List of Regents                                       {birthreg}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



==AERENWE==

Liliene Swordwraith; a wise old Queen

Gender: Female
Race: Anuirean
Class: Fighter 10

Alignment: Neutral Good
Armor: Plate Mail
Weapon: Footman's Mace

Strength: 14
Intelligence: 14
Dexterity: 16
Wisdom: 17
Constitution: 14
Charisma: 15
HP: 65

Derivation: Anduiras, Major
Grade: 37
Blood Abilities: Battlewise, Courage

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3, Potion of Stone Giant
 Strength, Scroll of Armor Enhancement x2


Taken from the Gorgon's Alliance help files:
"An indirect descendant of Roele, Liliene Swordwraith is Queen of 
Aerenwe. She rose from obscurity in one of the forgotten towns of the 
domain, winning the favor of the people away from the harsh king before 
her. Eventually, she deposed the tyrant and forced the kingdom into 
modern times.

The aged queen is wise and respected and has the absolute loyalty of 
her people. They’re all willing to give their lives in defense of her 
kingdom. If she asked, they would march into even the Gorgon’s lair. 
However, she has no designs on expanding her kingdom; Liliene 
Swordwraith and her people feel content with their corner of the land."


The old queen of Aerenwe is not a slouch in combat, wearing solid 
armor, sporting good Dexterity, and sitting on an okay health pool. 
With a good Priest, she can take hits well enough to be Leader in most 
Adventures. Having Battlewise and Courage at the same time makes her an 
asset in any early battles where you'll have to take personal command 
of army movements. Combined with a solid starting Blood Grade, Liliene 
makes an excellent Aerenwean regent for the initial levels.



Cole Alwier; the playable Alwier twin

Gender: Male
Race: Half-Elf
Class: Fighter 4/Wizard 4

Alignment: Chaotic Good
Armor: Breastplate
Weapon: Broad Sword

Strength: 16
Intelligence: 15
Dexterity: 14
Wisdom: 14
Constitution: 15
Charisma: 16
HP: 22

Derivation: Reynir, Minor
Grade: 15
Blood Abilities: Iron Will

Realm Spells: Demagogue
Spells: Detect Magic, Jump, Light, Strength
Items: Necklace of Missiles, Potion of Healing x2, Ring of Protection,
 Wand of Illumination x3


Taken from the Gorgon's Alliance help files:
"The queen places much of the burden of rulership on Cole Alwier, one 
of her twins. He and his sister Cale left the safety of the Aelvinnwode 
to follow the Queen back to Aerenwe. The queen trusts him implicitly, 
and some say the two of them have been running the kingdom for years 
now. They also provide some aid to the embattled Baroness of Roesone 
against Diemed’s incursions, for a reason known only to them."


Cole is relatively frail (though perhaps somewhat better at taking hits 
than other Wizards) and starts with a lower Blood Grade than does Queen 
Liliene, but he's still a Wizard. The spells he can learn can be put to 
much greater use if he's the main regent you select, rather than 
Liliene. If you have the patience to find times when you can improve 
his Grade (Adventures or through spending the RP) then he can become a 
great regent; otherwise, it will be easier to start with Liliene.



==ALAMIE==

Carilon Alam; Alamie's selfish Duke

Gender: Male
Race: Anuirean
Class: Fighter 2

Alignment: Neutral Evil
Armor: Full Plate
Weapon: Footman's Mace

Strength: 17
Intelligence: 12
Dexterity: 14
Wisdom: 10
Constitution: 15
Charisma: 13
HP: 21

Derivation: Basaia, Major
Grade: 46
Blood Abilities: Healing, Protection From Evil, Resistance

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3,
 Potion of Ston Giant Strength, Scroll of Armor Enhancement x2


Taken from the Birthright help files:
"Carilon Alam, descendant of the original Duke of Alamie, rules here. 
This greedy, avaricious man cares nothing for his realm -- he hopes 
instead to retake the Empire or at least make the histories reflect him 
as a great statesman. He has little chance to accomplish either. 

The duke’s first plan involves reclaiming Tuornen. Though it seems 
improbable, he could succeed. Alam wants to convince Darien Avan it 
would be in both their best interests to see Tuornen once again under 
Alamien rule. He’s promised the prince that the new Alamie’s borders 
would be a perfect launching place for his armies.

The Prince of Avanil isn’t convinced. He doesn’t want to see Alamie 
grow, especially not at the expense of losing Tuornen as a possible 
ally. Also, he doesn’t trust Carilon Alam -- he knows the duke’s plans 
seldom bode well for anyone but the duke."


I wish I understood how a sneaky little man like Carilon manages to 
maintain such a high bloodline strength when the regents of Alamie keep 
getting theft'd by Tuornen, but whatever the case, Carilon is a 
potential tank with LOTS of room for growth AND a very strong starting 
Blood Grade. HOWEVER, his daughter ALSO has a strong bloodline and 
happens to be a Wizard, which can be a lot more useful.



Dierdren Alam; her father sucks

Gender: Female
Race: Anuirean
Class: Wizard 6

Alignment: True Neutral
Armor: Leather
Weapon: Dagger

Strength: 12
Intelligence: 18
Dexterity: 15
Wisdom: 11
Constitution: 13
Charisma: 14
HP: 25

Derivation: Basaia, Major
Grade: 46
Blood Abilities: Healing, Heightened Ability

Realm Spells: Alchemy, Demagogue
Spells: Detect Magic, Jump, Magic Missile, Strength, Lightning Bolt
Items: Necklace of Missiles, Potion of Fire Resistance, 
 Ring of Protection


Taken from the Gorgon's Alliance help files:
"Alam’s lieutenants include his two cousins and his daughter, Dierdren 
Alam. He uses them like pawns on a chessboard and will sacrifice them 
if he must. She serves him out of fear, not admiration, so they do not 
work as effectively as they might. A mage of no mean skill, this dark-
haired beauty is reserved but approachable."


Dierdren is a very good alternative to her father. Not only is she 
sporting an equally high Blood Grade as he is, but she's also a Wizard 
(the spells, Realm or otherwise, get pretty ridiculous) AND she has 
True Neutral as her alignment. This is an incredibly good boon for 
early game, where you want to absorb the holdings of holdings-only 
Regents or try to cheese out enemies by stealing holdings/provinces 
from foes by way of Diplomacy-based wrangling. True Neutral has the 
broadest range of non-negative Diplomacy modifiers, after all.



==ANUIRE (The Imperial City of Anuire)==

Caliedhe Dosiere; the possibly immortal Chamberlain

Gender: Male
Race: Anuirean
Class: Fighter 12/Priest 16

Alignment: Lawful Good
Armor: Leather
Weapon: Footman's Mace

Strength: 10
Intelligence: 19
Dexterity: 14
Wisdom: 17
Constitution: 13
Charisma: 15
HP: 67

Derivation: Anduiras, Great
Grade: 64
Blood Abilities: Healing, Heightened Ability

Realm Spells: As Priest 16
Spells: As Priest 16
Items: Necklace of Missiles, Potion of Fire Resistance, Ring of 
 Protection


Chamberlain of the empire of Anuire, Caliedhe Dosiere waits for the day 
when someone amongst the Regents will rise up and make themselves 
worthy enough to claim the Iron Throne. Apparently, he doesn't think 
either Aeric or Darien, the frontrunners, are up for the task. 
Hopefully-- assuming you aren't playing one of those two-- you'll prove 
to be the one he wants heading Anuire. Or maybe...


... maybe you'd like to have him take the throne for himself. He's 
laughed off the idea before, but Caliedhe is an impressive man. His HP 
is not exactly impressive for a Fighter of such high level, but he's 
also an INCREDIBLY high-level Priest. He makes Adventures more-or-less 
a cakewalk with the right party, and a simple task even for non-optimal 
ones. His Bloodline Grade is also one of the highest in the game; only 
Avanil and three of the four Awnsheghlien  can claim better. Once you 
get past the City of Anuire's rough start, he'll make Domain management 
a cinch.



Arlean Borthinie; just a regular guy

Gender: Male
Race: Anuirean
Class: Fighter 10

Alignment: Lawful Neutral
Armor: Field Plate
Weapon: Broad Sword

Strength: 12
Intelligence: 9
Dexterity: 18
Wisdom: 12
Constitution: 13
Charisma: 11
HP: 75

Derivation: Anduiras, Minor
Grade: 20
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: None


One of the Chamberlains many trusted friends, I'm sure. Can't find a 
full description for him anywhere.


... and unless you're looking for more of a challenge, it'd be pretty 
silly to select such an uninteresting, mundane guy (especially compared 
to the goddamn CHAMBERLAIN) as a Regent. Though I will point out that 
he probably tanks well, especially with that massive HP and Field 
Plate.


==AVANIL==

Darien Avan; ambitious Duke of Avanil

Gender: Male
Race: Anuirean
Class: Fighter 9

Alignment: Lawful Neutral
Armor: Chain Mail
Weapon: Short Sword

Strength: 15
Intelligence: 16
Dexterity: 18
Wisdom: 12
Constitution: 13
Charisma: 17
HP: 75

Derivation: Anduiras, Great
Grade: 70
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: None


Taken from the Gorgon's Alliance help files:
"Darien Avan, raised within sight of the City of Anuire, has believed 
all his  life that he would one day reunite the shattered Empire. His 
father sent him to study in Mhoried, where he became adept in 
swordplay; in Ghoere, where he mastered military strategy; and in 
Coeranys, where he learned to use politics to manipulate people.

Now, in his middle years, Avan at last has his dream within sight. 
Though he dares not take the City of Anuire by force, he already has 
some control over it. His armies remain poised to attack Boeruine or 
defend against it, and nearly all the common folk support him; Avan 
courts them as shamelessly as their regents."


Darien is alright. He's got good Dexterity to somewhat offset his 
choice of Chain Mail, and his Bloodline Grade is bested only by an 
Awnshegh. Still, he's clearly lacking in other areas; his realm is 
simply VERY strong.



Dheraene Bhailie; looks even older than Arlen

Gender: Female
Race: Anuirean
Class: Thief 7

Alignment: Lawful Neutral
Armor: Breastplate
Weapon: Footman's Mace

Strength: 12
Intelligence: 14
Dexterity: 16
Wisdom: 15
Constitution: 14
Charisma: 13
HP: 35

Derivation: Anduiras, Major
Grade: 34
Blood Abilities: Courage, Enhanced Sense

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Potion of Extra Healing


Taken from the help files:
"Avan believes that a monarch can not carry his burdens alone. Thus, 
he has entrusted his lieutenants with much of the governance of the 
realm, allowing him the freedom to work the strings of politics in his 
domain and others. Dheraene Bhailie, a 7th-level thief and chief of the 
lieutenants, handles the prince’s foreign affairs. She plays the game 
of politics like few others in Anuire. Of course, she has flaws like 
everyone else -- she’s just more careful to hide them."


Dheraene might be an interesting choice since she's a Thief; free 
Espionage action makes Espionage a somewhat reliable method of getting  
rid of peskyunits who bug out and stay in provinces when they SHOULD 
be getting wiped out. Still, her bloodline strength is less than half 
that of Darien's... At least you can lift her equipment and give it to 
Darien to allow him to tank better during Adventures.



==BARUK-AZHIK==

Grimm Graybeard; grim Overthane of the dwarven realm

Gender: Male
Race: Dwarf
Class: Fighter 7/Priest 8

Alignment: Lawful Good
Armor: Full Plate
Weapon: Sledge Hammer

Strength: 22
Intelligence: 14
Dexterity: 10
Wisdom: 17
Constitution: 18
Charisma: 14
HP: 59

Derivation: Anduiras, Major
Grade: 38
Blood Abilities: Battlewise, Courage

Realm Spells: As Priest 8
Spells: As Priest 8
Items: Necklace of Missiles, Potion of Healing x2, Ring of Protection,
 Wand of Illumination x3


Taken from the help files:
"Unlike most Cerilian dwarves, Grimm Graybeard wears his beard long. 
He’s also  unusual in his dour mien, suggestive of untold tragedy.

The dwarf’s visage hides a belief he’ll never share: His realm is 
doomed. He alone knows the true might of the orogs contained under the 
Iron Peaks, and he fears desperately for his people. Graybeard feels 
he’ll be the last dwarf regent of Baruk-Azhik.

Nonetheless, he’s still a dwarf and, therefore, remains relatively 
undaunted by the task ahead of him. If destroying the orogs requires 
the death of every  dwarf in Baruk-Azhik, Grimm Graybeard knows that 
his people would willingly pay that price. Unfortunately, he feels 
fairly certain that the annihilation of the Iron Peaks orogs would 
take more than just the strength of his people alone."


... and then he became a cloud, but that's a Player's Secret thing. 
Grimm's an incredible regent and character, being a dual-class 
Fighter/Priest who can heal himself while he tanks enemies like a pro. 
Along with an impressive set of Blood Abilities and a solid Blood 
Grade, and Baruk-Azhik is easily one of the best realms to play, with 
an excellent leader to lead it.



Diirk Watershold; faithful spymaster

Gender: Male
Race: Dwarf
Class: Thief 10

Alignment: Neutral Good
Armor: Scale Mail
Weapon: Morningstar

Strength: 17
Intelligence: 12
Dexterity: 16
Wisdom: 9
Constitution: 13
Charisma: 15
HP: 45

Derivation: Anduiras, Minor
Grade: 29
Blood Abilities: Heightened Ability

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Necklace of Missiles, Potion of Extra Healing


Taken from the help files:
"A close friend of the Overthane is Diirk Watershold, who is a very 
bright, jocular fellow and the leader of  Baruk-Azhik's defenses. He 
is in charge of an extensive spy network and head of the powerful 
Royal Guild. Watershold is  friendly to outsiders but devoted to the 
dwarf realm."


Diirk's no slouch at fighting and he can certainly take a hit, but 
as far as regent selection goes, I wouldn't pick him over Grimm 
unless Espionage is REALLY important to you.



==BOERUINE==

Aeric Boeruine; the ruthless Archduke

Gender: Male
Race: Anuirean
Class: Fighter 12

Alignment: Lawful Neutral
Armor: Full Plate
Weapon: Broad Sword

Strength: 17
Intelligence: 15
Dexterity: 15
Wisdom: 13
Constitution: 15
Charisma: 16
HP: 100

Derivation: Anduiras, Major
Grade: 60
Blood Abilities: Battlewise, Divine Aura

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3, 
 Potion of Stone Giant Strength, Scroll of Armor Enhancement x2


Taken from the Gorgon's Alliance helpfiles:
"Tough, middle-aged, Aeric Boeruine comes from a bloodline of power, 
but his cruelty and hostility have made his path to the Iron Throne 
rougher than he’d like.

Raised as nobility, Boeruine never even questioned his right to power. 
Instead, he has learned to rely on this right, and will fight to ensure 
that nobility remains nobility -- after all, a peasant can never learn 
the ways of the ruling class. This attitude of the archduke’s explains 
why the Chamberlain stands firmly opposed to his bid for the Throne.

The archduke truly believes that laws provide the solution to all the 
Empire’s problems -- and his laws would best suit Anuire, of course. 
If needed, he will invade other realms to implement his laws, but he 
knows that he must tread carefully -- if enough regents oppose him, 
he’ll evenutally lose his chance at the Iron Throne."


Aeric is no slouch in combat, sporting Full Plate and a massive 
starting HP pool that's comparable to an Awnshegh. Once you set up a 
proper party, Adventures are a breeze. Along with a very high Blood 
Grade (only Avanil and three of the Awnsheghlien are higher) he makes 
for an excellent, if basic domain ruler.


Arlen Innes; a big fat zero

Gender: Male
Race: Anuirean
Class: Wizard 7

Alignment: Lawful Neutral
Armor: Leather
Weapon: Dagger

Strength: 9
Intelligence: 17
Dexterity: 13
Wisdom: 14
Constitution: 10
Charisma: 12
HP: 18

Derivation: Vorynn, Minor
Grade: 19
Blood Abilities: None

Realm Spells: None
Spells: None
Items: Necklace of Missiles, Oil of Sharpness x3, 
 Potion of Stone Giant Strength, Scroll of Armor Enhancement


Taken from the help files:
"Boeruine’s lieutenants are regents themselves: the mage Innes and 
Guildmaster Arien each have their own domains but swear fealty to 
the archduke. He doesn’t care how they accomplish the tasks he sets 
for them -- just that they do so. Though these lieutenants resent his 
heavy-handed rule, they realize that  working for him is the best way 
to advance their own status."


Innes is kind of a funny addition; he's more-or-less a placeholder mage 
with no actual spells of any kind at his command. Of course you can 
improve him, but it may possibly something of a long road without spells 
to start with at ALL, along with a Blood Grade that's embarrassingly low 
compared to his lord Aeric Boeruine.



==BROSENGAE==

Eriene Mierelen; seditious servant

Gender: Female
Race: Half-Elf
Class: Thief 7

Alignment: Neutral Evil
Armor: Half Plate
Weapon: Rapier

Strength: 11
Intelligence: 14
Dexterity: 15
Wisdom: 13
Constitution: 16
Charisma: 17
HP: 35

Derivation: Basaia, Major
Grade: 41
Blood Abilities: Divine Aura, Heightened Ability

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Potion of Extra Healing


Taken from the help files:
"Eriene Mierelen, Duchess of Brosengae, is also the force driving the 
Brosen Royal Guild. She seeks expediency in all things, looking for the 
best way to turn a profit. If a piece of her domain is not appearing 
profitable, either in the short-term or the long run, she will do her 
best to trim it from the kingdom.

Mierelen has sworn fealty to the Prince of Avanil, but keeps secrets 
from herliege. As she comes from a proud line of rulers and guild 
leaders, she has a keen eye both for politics and business and can 
quickly capitalize on any opportunities that come her way. She is 
shrewd, expedient, and opportunisticm, and though she currently has 
sworn fidelity to Avan, she has opened secret negotiations with 
Boeruine -- to "be rid of Avanil’s oppressive domination," as she so 
politely puts it."


Eriene's a thief with good starting equipment, a respectable HP 
pool, a high Blood Grade, and free Espionage actions. Combine this 
with her relatively insulated starting position and her established 
infrastructure, and you've got one of the easier springboards to the 
Iron Throne and conquest of Anuire.



Hyde Termonie; devout of Sarimie

Gender: Male
Race: Anuirean
Class: Priest 4

Alignment: Lawful Good
Armor: Scale Mail
Weapon: Quarter Staff

Strength: 12
Intelligence: 14
Dexterity: 11
Wisdom: 18
Constitution: 15
Charisma: 16
HP: 32

Derivation: Brenna, Minor
Grade: 21
Blood Abilities: Heightened Ability

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Staff of Curing


Taken from the help files:
"Hyde Termonie head of Sarimie's Temple of Fortune, is devout in his 
faith and slick in his negotiations. This High Priest has many 
followers, but this dangerous man serves Mierelen out of convenience, 
not loyalty."


Hyde has half Eriene's Blood Grade and uses a system of magic that 
is far less convenient than Wizardry. While he may prove an asset in 
Adventures, making him the main regent is a pointless endeavor when you 
compare him to Eriene, unless you're looking for a challenge.



==CARIELE==

Entier Gladanil; Cariele's hopeless tool

Gender: Male
Race: Anuirean
Class: Fighter 5

Alignment: Neutral Evil
Armor: Chain Mail
Weapon: Short Sword

Strength: 14
Intelligence: 12
Dexterity: 15
Wisdom: 13
Constitution: 17
Charisma: 16
HP: 48

Derivation: Anduiras, Minor
Grade: 20
Blood Abilities: Enhanced Sense, Healing

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3,
 Potion of Stone Giant's Strength, Scroll of Armor Enhancement x2


Taken from the Gorgon's Alliance help files:
"Entier Gladanil has recently ascended to the throne of the County of 
Cariele. Locals say his father never adjusted the law enough to suit 
the guilds’ interests, or interceded for these guilds when other 
kingdoms closed their borders to them. Entier has learned his lesson; 
he allows the guilds plenty of leeway, and signs whatever the
guildmasters place in front of him. This weak-willed fop spends most of 
his kingdom’s income building up his castle and his wardrobe."


This guy is pathetic as a ruler. Not only does he come off as a 
simpering buffoon in his desription, but he also starts with a weak 
Blood Grade and his default equipment is bad. Forget about this guy and 
go with Mheallie, you'll need it considering Cariele's precarious 
starting position.



Mheallie Bireon; the madame webmaker

Gender: Female
Race: Anuirean
Class: Thief 8

Alignment: Neutral Evil
Armor: Leather
Weapon: Rapier

Strength: 12
Intelligence: 16
Dexterity: 16
Wisdom: 10
Constitution: 14
Charisma: 13
HP: 38

Derivation: Anduiras, Major
Grade: 37
Blood Abilities: Courage, Resistance

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Necklace of Missiles, Potion of Extra Healing


"The thief Mheallie Bireon remains the true power behind the throne. 
Though three guilds operate in Cariele (one for each province) each of 
them report to Bireon. She controls them all like a great spider 
handles its web, twitching a strand here and there to keep the web 
constantly moving. She’s the most ruthless guild leader in Anuire, bar 
none -- perhaps that’s why she sits at the top of her profession. 
Currently, she’s trying to muscle out her competition in Dhoesone, but 
for the first time in her life she faces some serious opposition from 
guilders Bannier Andien, Storm Holtson, Adaere Doneim, and Gaelin 
Thuried."


Mheallie is somewhat weak when it comes to Thief regents, sporting 
Relatively bad armor and a Dex score that's not good enough to really 
compensate. Still, she's the superior choice to Entier, as she gets 
free Espionage actions and a solid Blood Grade.



==CHIMAERON==

Danita (Chimaera); a crazed venture for immortality

Gender: Female
Race: Half-Elf
Class: Wizard 13

Alignment: Chaotic Evil
Armor: Full Plate (Probably to simulate Awnsheghlien-level AC?)
Weapon: Dagger

Strength: 11
Intelligence: 19
Dexterity: 15
Wisdom: 14
Constitution: 13
Charisma: 15
HP: 87

Derivation: Azrai, Minor
Grade: 38
Blood Abilities: None

Realm Spells: Dispel Plague, Dispel Realm Magic, Legion of Dead,
 Mass Destruction
Spells: Detect Magic, Feather Fall, Light, Magic Missile, 
 Continual Light, Levitate, Morelf's Poison Arrow, Strength, Fireball, 
 Fly, Stone Undead, Confusion, Stone Skin, Cone of Cold, Teleport, 
 Chain Lightning
Items: Necklace of Missiles, Potion of Fire Resistance, 
 Ring of Protection


Danita Kusor was once a half-elven wizardess who sought to find true 
immortality. So obsessed was she in her quest that she committed 
various atrocities in her search and experimentation. Eventually, she 
fought off an Awnshegh and eventually became one herself: the monstrous 
Chimaera.


However, you only get to use her Half-Elf form since Synergistic got 
lazy and didn't make the model for her monster appearance. While she's 
the weakest Awnshegh in terms of Bloodline, she is second only to the 
Gorgon in terms of abusable strength. As a Level 13 Wizard, only the 
Gorgon and Rhuobhe outdo her, while Isaelie is equal in level. Of those 
three, only Raesene starts out with Legion of Dead and he doesn't 
really use it unless YOU'RE playing him. Danita not only has LoD—
which lets her spawn a whopping seven Skeleton units every time she 
uses it-- but she can also do it from her relatively secure location in 
Anuire, where neither Coeranys or Baruk-Azhik ever start engagements 
against her. These two can act as virtual buffers or potential 
conquests, depending on what you do.

One thing I like to do is troll the Gorgon's Crown right from the very 
start. Make a Source right in Kal-Saitharak, link it up to your Source 
in Lyssan, and just spam as many Legion of Dead spells as you can. 
Because you're spawning so many at a time, you'll eventually overpower 
nearly all of the Gorgon's forces that come after your troops, and the 
Gorgon won't be able to do a thing about it. Wiping out the Gorgon's 
Crown completely is only several more steps after that, and Danita is 
possibly the only regent who can accomplish this feat so quickly.

Beyond that, her starting equipment is rather ridiculous. Full Plate on 
a Wizard, along with an incredibly high HP and a full range of spells 
make her able to solo the majority of Level 1-3 Adventures outright. 
Even her Bloodline is nothing to scoff at if you want to play a less 
cheesier game.



Denerik; self-proclaimed Prince

Gender: Male
Race: Anuirean
Class: Thief 6

Alignment: Neutral Evil
Armor: Breastplate
Weapon: Rapier

Strength: 12
Intelligence: 15
Dexterity: 14
Wisdom: 9
Constitution: 13
Charisma: 14
HP: 31

Derivation: Brenna, Minor
Grade: 29
Blood Abilities: Detect Illusion, Heightened Ability

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Potion of Extra Healing


Having fled from Brechtur lands, Denerik was a rogue who sought fortune 
in the Chimaeron and believes he's found it. Going around and calling 
himself a 'Prince', he controls Mhowe province and wants to seize power 
of the the entire realm.


Use of Denerik over Danita can be quite a challenge; if you're not 
seeking to cheese out your enemies with Skeletons, Denerik at least has 
a working infrastructure in the Chimaeron that can be converted into a 
proper realm, with some work.



==COERANYS==

Eluvie Cariele; the plain ruler of Coeranys

Gender: Female
Race: Anuirean
Class: Fighter 2

Alignment: Chaotic Good
Armor: Scale Mail
Weapon: Footman's Mace

Strength: 15
Intelligence: 13
Dexterity: 17
Wisdom: 9
Constitution: 16
Charisma: 13
HP: 25

Derivation: Masela, Minor
Grade: 23
Blood Abilities: Bloodmark

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3, 
 Potion of Stone Giant Strength, Scroll of Armor Enhancement x2


From the Gorgon's Alliance help files:
"Eluvie Cariele is the ruler of Coeranys. Although her great-great-
grandmother founded the domain that bears her name, the Gladanil clan 
ruling there has excised her family from that land gradually, until 
none of them remain.

Cariele, an independent woman, demands little from her people and 
expects little in return. However, she feels a deep responsibility for 
the welfare of the citizens and exercises her power fairly to protect 
their freedom. She controls almost none of the law of her land, though 
she uses her law holdings (and the gold from her trade routes) to force 
off those who would take up the law for their own ends."


Eluvie is somewhat mediocre. Though she won't be bad at taking hits and 
has plenty of room to grow, her Blood Grade is rather low as far as 
default regents go, and the rest of her powers are rather unremarkable.



Medhlorie Haensen; High Hierophant

Gender: Female
Race: Anuirean
Class: Priest 2

Alignment: True Neutral
Armor: Scale Mail
Weapon: Dagger

Strength: 9
Intelligence: 14
Dexterity: 13
Wisdom: 16
Constitution: 14
Charisma: 17
HP: 19

Derivation: Anduiras, Major
Grade: 36
Blood Abilities: Enhanced Sense, Resistance

Realm Spells: As Priest 2
Spells: As Priest 2
Items: Necklace of Missiles, Staff of Curing


From the Birthright: The Gorgon's Alliance help files:
"Medhlorie Haensen, the High Hierophant of the Life and Protection of 
Avanalae, serves as Cariele’s personal aide and adviser and helps 
contribute regency to keep the residents of this land free. Like the 
regent, she feels devoted to Coeranys and desires little more than its 
freedom from Osoerde and Ghoere, who seek to exploit it."


A far superior choice of regent to Eluvie, Medhlorie sports spells, a 
much stronger Bloodline, and True Neutral alignment, which makes 
Diplomacy a lot smoother for her.



==DHOESONE==

Fhiele Dhoesone; the beleaguered Baroness

Gender: Female
Race: Anuirean (Should be Half-Elf.)
Class: Thief 6

Alignment: True Neutral
Armor: Half Plate
Weapon: Rapier

Strength: 9
Intelligence: 16
Dexterity: 17
Wisdom: 12
Constitution: 13
Charisma: 15
HP: 32

Derivation: Reynir, Major
Grade: 46
Blood Abilities: Divine Aura, Heightened Ability

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Potion of Extra Healing


From the Birthright help files:
"The baroness Fhiele Dhoesone rules Dhoesone. She’s the daughter of the 
old Baron of Dhoesone and the former Queen of Tuarhievel. Some call the 
partnership between her parents nothing more than a diplomatic move, 
but while the queen still lived, humans had little to fear in 
Tuarhievel. Now, that kingdom’s climate has grown harsher for Anuireans 
who would travel the elven wood.

The proud, pragmatic Fhiele Dhoesone bears the burdens of rulership 
well. However, some say her power slips in the face of the guilds that 
dominate Dhoesone’s trade. A master thief, she battles with the guilds 
of the realm for control."


Dhoesone will always hold a special place in my heart as the first 
realm I've used, but even putting that aside, Fhiele's a great starting 
regent. High Dex, good equipment, and solid HP makes her effective at 
being a Leader during Adventures. She combines both True Neutral 
alignment with Divine Aura to become a highly effective regent, capable 
of buying out nearby Regents for their holdings and making the 
otherwise unremarkable realm of Dhoesone into a functional, wealthy 
powerhouse.



Clumine Dhoesone; a reliable relative

Gender: Male
Race: Anuirean
Class: Wizard 3

Alignment: Lawful Good
Armor: Leather
Weapon: Quarter Staff

Strength: 10
Intelligence: 18
Dexterity: 13
Wisdom: 14
Constitution: 17
Charisma: 13
HP: 24

Derivation: Vorynn, Major
Grade: 25
Blood Abilities: Enhanced Sense, Heightened Ability

Realm Spells: Dispel Realm Magic
Spells: Detect Magic, Reduce, Shocking Grasp, Morelf's Poison Arrow
Items: Necklace of Missiles, Ring of Fire Resistance, 
 Ring of Protection


From the help files:
"The baroness’s lieutenants include her two human mage cousins, each of 
whom will do whatever he can to aid her without helping the other. One 
of them, a very loyal human relative Mage Clumine Dhoesone, struggles 
with others to maintain the order in the realm. Because of his deeds, 
he has a reputation as a kind and fair man."


Clumine is not a bad regent by any stretch of the imagination. He 
starts with the all-important Dispel Realm Magic, which can deal with 
pesky Warding snares that can often tie up your forces. His Bloodline 
isn't bad either, and as a Wizard he can develop extremely well, 
perhaps even learning Legion of Dead later along the line, with strong 
Sources to back up such use. However, he pales considerably at the 
start when comapred to his liege Fhiele, whose better beginning 
Bloodline strength and Diplomacy advantages allow her to have a wide 
variety of initial domain plays.


==DIEMED==

Heirl Diem; the planner of many plots

Gender: Male
Race: Anuirean
Class: Fighter 7

Alignment: Lawful Neutral
Armor: Full Plate
Weapon: Broad Sword

Strength: 14
Intelligence: 14
Dexterity: 16
Wisdom: 14
Constitution: 14
Charisma: 16
HP: 49

Derivation: Brenna, Major
Grade: 42
Blood Abilities: Detect Illusion, Protection From Evil

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3,
 Potion of Stone Giant Strength, Scroll of Armor Enhancement x2


From the Birthright: The Gorgon's Alliance help files:
"Diemed’s warrior baron, Heirl Diem, is a direct descendant of the 
founder of Diemed. Those who deal with this canny politician and 
cunning strategist realize most of his actions have a secret motivation 
or form part of a trick; sometimes the baron uses this reputation to 
his advantage by doing exactly what he claims, and nothing more. For 
this reason, other regents fear engaging in diplomatic relations with 
him -- they don’t know what he intends, and they have few chances to 
find out before he’s succeeded.

The baron seeks perfect order in his kingdom and allows no lawbreaker 
to go unpunished. His justice is fair and even-handed, though, 
extending from the lowliest commoner to his own family. The punishments 
vary not in the slightest depending on social class. The baron does not 
believe in exceptions."


Heirl can tank during Adventures due to excellent equipment and stats, 
and he's sitting on a very good Bloodline strength. However, his
daughter Lasica has an EQUALLY good Bloodline and SHE happens to be a 
Wizard. Might be better to go with her instead.



Lasica Diem; the mysterious beauty

Gender: Female
Race: Anuirean
Class: Wizard 5

Alignment: Lawful Neutral
Armor: Leather
Weapon: Dagger

Strength: 12
Intelligence: 18
Dexterity: 14
Wisdom: 16
Constitution: 13
Charisma: 14
HP: 23

Derivation: Brenna, Major
Grade: 42
Blood Abilities: Bloodmark, Enhanced Sense

Realm Spells: Dispel Realm Magic
Spells: Detect Magic, Jump, Shocking Grasp, Blindness, Fireball
Items: Necklace of Missiles, Ring of Protection, 
 Wand of Enemy Detection


From the Gorgon's Alliance help files:
"Diem has at least four trusted lieutenants who constitute an extensive 
spy network, in both his own and neighboring kingdoms. His secret 
sources allow him to quickly respond to internal threats or external 
pressures with a minimum of inconvenience. Some say his own daughter, 
Lasica Diem, works as one of these spies. This raven-haired beauty is 
not only handy with a dagger but a formidable sorceress as well."


She's rather basic as a Wizard, but she's probably superior to Heirl in 
That facet alone. In terms of domain play, Lasica is virtually her 
father's mirror, with a similar alignment and a slight advantage in 
Diplomacy by way of Bloodmark. Eventually she can acquire better 
spells, as well.



==ELINIE==

Assan ibn Daouta; his motto is 'live and let live'

Gender: Male
Race: Khinasi
Class: Paladin 10

Alignment: Lawful Good
Armor: Scale Mail
Weapon: Sabre

Strength: 15
Intelligence: 12
Dexterity: 13
Wisdom: 17
Constitution: 13
Charisma: 17
HP: 65

Derivation: Basaia, Major
Grade: 47
Blood Abilities: Divine Aura, Heightened Ability

Realm Spells: As Paladin 10
Spells: As Paladin 10
Items: Necklace of Missiles, Potion of Stone Giant Strength


Assan ibn Daouta is a Paladin from a long line of Khinasi Paladins, 
stretching back to at least 700 years ago, where his ancestor Hammoud 
defeated the then-regent of Elinie-- a corrupt and evil man-- and took 
control of the country for his own. Assan's a wise, fair man who 
prefers a 'laissez faire' method of ruling a domain, though he 
maintains a presence of law since that kind of thing is required for a 
Paladin.


Assan is no joke. With a powerful Bloodline, Divine Aura to help with
Diplomacy, and solid spellcasting prowess that comes with being a high-
Level Paladin, Assan is a strong character capable of holding his own 
in a fight and possesses enough to contribute to a realm that will be 
continually harassed by its relentless enemies to the north.



Kalilah bint Daouta; the crusading daughter

Gender: Female
Race: Khinasi
Class: Paladin 5

Alignment: Lawful Good
Armor: Half Plate
Weapon: Rapier

Strength: 14
Intelligence: 13
Dexterity: 15
Wisdom: 16
Constitution: 15
Charisma: 18
HP: 58

Derivation: Basaia, Major
Grade: 37
Blood Abilities: Healing, Protection From Evil

Realm Spells: As Paladin 5
Spells: As Paladin 5
Items: Necklace of Missiles, Potion of Stone Giant Strength


"The patriarch has three sons and three daughters, all paladins, 
striving to carry out the goddess Avani’s will. Though they compete to 
become heir, they feel no animosity toward each other. The third 
daughter of the Patriarch, Kalilah bint Daouta, seeks to show her 
father that she is fit to rule. She has just recently returned from a 
sweeping quest to bring the evil Wizard to justice. She is tough-
spirited and exceedingly beautiful."


If she weren't in Elinie, in the presence of her father Assan, Kalilah 
wouldn't be a bad choice. However, as it stands, she's a weaker regent 
for domain play in a nation that needs every advantage it can get in 
the face of the Gorgon. However, she's a great asset in Adventures, 
where her 58 HP can grow to something much higher since she starts at 
only Level 5, and she's sporting better Dex and armor than her father.



==ENDIER==

Kalien; the cunning maneuverer

Gender: Male
Race: Half-Elf
Class: Thief 5

Alignment: Neutral Evil
Armor: Breastplate
Weapon: Rapier

Strength: 13
Intelligence: 16
Dexterity: 18
Wisdom: 12
Constitution: 12
Charisma: 16
HP: 28

Derivation: Brenna, Major
Grade: 30
Blood Abilities: Enhanced Sense

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Necklace of Missiles, Potion of Extra Healing


Kalien's info in the help files:
"Guilder Kalien was born somewhere in Brechtur -- he never says exactly 
where. Kalien tends to discourage anyone from prying into his past too 
closely -- forcibly and permanently. Most folks know he’d tired of life 
in the Brecht lands, but they aren’t certain if he left of his own 
volition or someone else’s.

Kalien came to Endier about 30 years ago. Soon after, the Baron of 
Endier suffered a small accident and adopted Kalien (who by now had 
taken the title "Guilder") as his prime lieutenant. The baron’s heirs 
began to die then, in appalling coincidence and despite Kalien’s best e
efforts to protect them. Finally, rule of the barony could fall to no 
one but Guilder Kalien. The old baron died soon after, and Kalien began 
rebuilding Endier according to his plans.

In the space of 20 years, the domain has become a traders’ haven. As a 
mercantile city, it soon will rival Ilien or the City of Anuire itself. 
Most of the profit flows to Kalien’s pockets, and he uses it to ensure 
his people’s loyalty -- and to take good care of himself, too 
(evidenced by the precise coif of his dark hair and his selection of 
expensive hats). As cunning as a serpent, the half-elf has a snakelike 
face to match. One can’t trust this blue-eyed merchant, and he can tell 
an enemy when he sees one. He disposes of foes by any means handy."


As far as intelligent and clever rogues go, Kalien is a pretty solid 
one. With such a high Dex score and good starting equipment, he can 
lead a party during lower-level Adventures pretty handily. However, 
free Espionage during Domain play is not quite so good an advantage as 
what's available to his magely counterpart, Caine, over whom Kalien's 
only superiority is a meager 3 points higher in Blood Grade.



Caine; the protector of Endier

Gender: Male
Race: Anuirean
Class: Wizard 10

Alignment: Neutral Good
Armor: Leather
Weapon: Quarter Staff

Strength: 18
Intelligence: 18
Dexterity: 15
Wisdom: 13
Constitution: 10
Charisma: 8
HP: 25

Derivation: Vorynn, Major
Grade: 27
Blood Abilities: Divine Aura, Enhanced Sense

Realm Spells: Demagogue, Legion of Dead, Raze
Spells: Detect Magic, Feather Fall, Jump, Light, Magic Missile, 
 Blindness, Continual Light, Levitate, Locate Object, Fireball, 
 Infravision, Stone Undead, Confusion, Stoneskin, Disintegrate
Items: Libram of Silver Magic, Necklace of Missiles, 
 Ring of Protection


"Wizard Caine is an ageless wizard who lives in his tower Falcons' 
Roost, near the Spiderfell. He draws his power from the river Maesil 
and the Spiderfell. In exchange for his small holding, Caine protects 
the land."


Caine is an incredible asset to Endier, whether you have him in 
lieutenant or(especially) main regent capacity. He is one of the few 
with both Legion of Dead AND a high-level to use it in an effective 
capacity. You can often summon many Skeleton units directly in the 
Spiderfell and wipe the Awnshegh controlling it off the face of Anuire, 
in 5 turns or less. Cheesing out Rhuobhe with a Ley Line'd 0-Level 
Source can be done soon after, leaving the entire Southeast of Anuire 
to your machinations.

He is also impressive in Adventures, where he has a goodly amount of 
powerful spells in spite of his low HP score.



==FIVE PEAKS==

The Wizard

Gender: Female
Race: Anuirean
Class: Wizard 10

Alignment: Chaotic Evil
Armor: Leather
Weapon: Dagger

Strength: 8
Intelligence: 18
Dexterity: 15
Wisdom: 12
Constitution: 13
Charisma: 8
HP: 22

Derivation: Vorynn, Major
Grade: 45
Blood Abilities: None

Realm Spells: Raze, Warding
Spells: Detect Magic, Jump, Magic Missile, Continual Light, Levitate, 
 Locate Object, Fly, Infravision, Lightning Bolt, Ice Storm,
 Minor Globe/Invulnerability, Teleport
Items: None


From the Gorgon's Alliance help files:
"No one knows much about the mysterious figure known as the Wizard. She 
roams Anuire, wreaking havoc wherever she goes. She taps into the ley 
lines of other mages, somehow casting realm spells without a known 
domain of her own. She might have a secret source hidden in the wilds 
of Anuire, but few can guess where. Folks know that she travels to 
random parts of Anuire for three months of the year, and her 
unpredictable appearance always seems to signal disasters and 
catastrophes.

The Wizard’s great love of destruction prompts her to incredible 
heights of chaotic behavior. This mysterious blond woman seems ageless 
-- some say she has had a hand in the downfall of several realms 
throughout history. Many speculate that the Wizard is actually the 
Eyeless One of the Five Peaks, but they can show no proof. Though the 
two seem to share certain traits, the Eyeless One’s domain continues to 
function even while the Wizard travels."


The Wizard is a powerful individual who is a virtual Awnshegh in 
behavior with regards to her capacity to overrun enemies in 
Northeastern Anuire. However, this is thanks to autospawning units that 
can sometimes be a hassle to a player, since the Five Peaks has many 
provinces that nonetheless aren't very well developed; you lack the 
economy to maintain such units.

Still, the Wizard herself is a very strong Regent, and once you kick 
off the ground you can do so running. Her selection of spells can make 
Adventuring a breeze, and a Grade of 45 can make domain-running easy 
eventually.



==GHOERE==

Gavin Tael; scheming, lordly Baron

Gender: Male
Race: Anuirean
Class: Fighter 9

Alignment: Lawful Evil
Armor: Full Plate
Weapon: Footman's Mace

Strength: 16
Intelligence: 16
Dexterity: 14
Wisdom: 12
Constitution: 12
Charisma: 14
HP: 60

Derivation: Reynir, Major
Grade: 49
Blood Abilities: Healing, Iron Will

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles


"Gavin Tael is the indomitable Baron of Ghoere. This ruthless man 
drives himself to extremes in his quest for power. It remains a point 
of endless bitterness for him that all Anuire does not consider him one 
of the front-runners for the Iron Throne, but he has determined to gain 
it at whatever cost. In a way, he feels pleased that Boeruine and 
Avanil have focused their attentions so on each other -- it makes his 
path to power that much easier.

Tael, a man in his fifties, has iron-colored hair and a hard face. He 
keeps his eyes shuttered against all surprise and emotion, so as to 
betray nothing of his true feelings. This tactic makes him exceedingly 
difficult to read or understand, and there’s no predicting what he’ll 
do in a given situation. No matter whether he feels furious or calm, 
angry or joyful, his face wears the same expression."


Tael's no slouch in combat, possessing a solid HP count and Full Plate 
Armor to let him take the heat off anyone in his party. However, 
besides his high Bloodline Grade, he's otherwise rather unremarkable. 
Personally, I'd go with the Sword Mage instead.



Sword Mage; loyal spellcaster of Ghoere

Gender: Male
Race: Anuirean
Class: Wizard 10

Alignment: Lawful Evil Evil
Armor: Chain Mail
Weapon: Quarter Staff

Strength: 11
Intelligence: 17
Dexterity: 17
Wisdom: 13
Constitution: 16
Charisma: 15
HP: 43

Derivation: Vorynn, Major
Grade: 42
Blood Abilities: Resistance

Realm Spells: Legion of Dead, Warding
Spells: Shocking Grasp, Morelf's Poison Arrow, Lightning Bolt, 
 Ice Storm, Disintegrate
Items: None


"It’s said that the Sword Mage hails from Vosgaard and draws additional 
power by summoning and controlling fiends. Though there might be no 
truth to the rumor, it’s enough to keep anyone from assaulting the 
Sword Mage’s magical holdings.

All Ghoere’s magic is controlled by a being called the Sword Mage. Clad 
in a robe apparently made entirely of blades, the Sword Mage remains a 
true mystery, as no one has ever determined the figure’s identity.

The Sword Mage serves Ghoere fanatically, but acts reasonably in other 
matters.

The formidable mage has gained such a reputation, no one dares test him 
-- or her, or it."


The Sword Mage certainly sounds badass; shame they didn't make a 
special model for him-- or her-- or it-- and gave him the 'fat old man' 
one instead. Still, he is an incredibly powerful Wizard in his own 
right, in possession of both Legion of Dead, a very powerful Bloodline, 
and a minimum of attack spells that nonetheless allow him to devastate 
all-comers. He can wipe out the Spider almost as quickly as Caine can, 
and has a powerful realm many times stronger than Endier behind him to 
boot.



==GORGON'S CROWN==

Gorgon; his eminence the Black Prince

Gender: Male
Race: Awnshegh
Class: Fighter 20/Wizard 16

Alignment: Lawful Evil
Armor: Full Plate
Weapon: Saber

Strength: 28
Intelligence: 19
Dexterity: 15
Wisdom: 18
Constitution: 21
Charisma: 18
HP: 170

Derivation: Azrai, True
Grade: 100
Blood Abilities: Battlewise, Divine Aura, Fear

Realm Spells: Death Plague, Legion of Dead, Mass Destruction, Raze, 
 Stronghold, Summoning, Warding
Spells: Magic Missile, Morelf's Poison Arrow, Lightning Bolt, 
 Ice Storm, Disintegrate, Flesh to Stone, Power Word Stun, Power Word 
 Blind
Items: Chalice of the Dead, Corgandal's Staff of Transport, 
 Crown of Command, Faele's Ring, Farid's Coffer of the Realm


Once known as Raesene Andu, the firstborn bastard son of the House of 
Andu, which was the family that ruled Anuire in the Empire's ancient 
times. Before he became the monstrous Gorgon, he became restless and 
sought his fortune beyond the confines of his own home, but not before 
teaching his half-brothers Haelyn and Roele about statecraft and 
combat.

When he returned, it was as a changed man; he relates to chroniclers of 
the Awnsheghlien that there were many circumanstances, including the 
death of his woman and the child she bore, that blackened his heart. 
When he was back before the court of his father, he was given the title 
of Black Prince, for his armor had taken on a darkened color... one 
that mirrored his personality.

Eventually, he was seduced into the power of the dark god, Azrai. 
Already partially corrupted, under Azrai's sway he gathered forces to 
rebel against the Empire. Such conflict culminated into the titanic 
Battle of Mount Deismaar, where the gods themselves-- Azrai and all—
perished, releasing their power which then went into the blood of those 
present. The Bloodlines that developed would then become the basis for 
rule in present Cerilia.

Raesene himself morphed into the fearsome Gorgon, who is perhaps the 
Strongest of all Anuire's Awnsheghlien.


Raesene is a walking god of evil, both in the threat he presents and 
the capabilities native to him as the strongest of the Awnshegh 
currently walking Anuire.

The class levels, stats, spells, and artifacts at his disposal all 
speak for themselves. If you pick the Gorgon, then go forth and 
steamroll Anuire. It'll be the easiest thing you do.



Kiras Earthcore; the Awnsheghlien Dwarf

Gender: Male
Race: Dwarf Awnshegh
Class: Fighter 9

Alignment: Lawful Evil
Armor: Chain Mail
Weapon: Footman's Mace

Strength: 17
Intelligence: 14
Dexterity: 13
Wisdom: 16
Constitution: 15
Charisma: 13
HP: 70

Derivation: Azrai, Major
Grade: 48
Blood Abilities: Battlewise, Enhanced Sense

Realm Spells: N/A
Spells: N/A
Items: None


Taken from the Birthright help files:
"It has been said that evil turns in on itself. As a firm believer in 
this adage, the Gorgon doesn’t want to become a victim of such 
inevitable betrayal; therefore, he replaces his lieutenants every 
decade, or whenever he thinks they’ve become too ambitious for their 
own good. One of his current lieutenants, a crusty old dwarf named 
Kiras Earthcore, hails from the realm of Mur-Kilad. This master 
tactician and fierce warrior hates the Gorgon with all his heart. He 
has planned a careful treachery to repay the monster for his years of 
servitude -- a plan that now nears fruition. Kiras thinks the Gorgon 
doesn’t suspect a thing."


Kiras might prove to make the Gorgon's Crown resemble a ghost of a 
challenge to use, even though he himself is a solid regent in his own 
right. Such a challenge would be quite easy to adjust, however, 
considering you can choose to take the Gorgon's inventory off of him—
Crown of Command, Staff of Transport and all-- and give them to Kiras 
instead.



==ILIEN==

Rogr Aglondier; jolly mage of Ilien

Gender: Male
Race: Anuirean
Class: Wizard 3

Alignment: Neutral Good
Armor: Leather
Weapon: Dagger

Strength: 14
Intelligence: 16
Dexterity: 14
Wisdom: 14
Constitution: 11
Charisma: 16
HP: 19

Derivation: Masela, Minor
Grade: 21
Blood Abilities: None

Realm Spells: Alchemy, Death Plague, Demagogue, Legion of Dead, 
 Mass Destruction
Spells: Detect Magic, Light, Magic Missile, Continual Light
Items: Necklace of Missiles, Potion of Extra Healing, 
 Ring of Protection


Taken from the help files:
"Rogr Aglondier was an exceptional commoner once, a trusted adviser and 
apprentice to the blooded count before him, Moeran Aglondier. However, 
he did not descend from the ancient bloodlines. Rogr never felt so 
astonished as the morning he woke up to discover he had inherited the 
old man’s bloodline, his royal name, and the Free County of Ilien. 
Aglondier is the only known mage of the realm.

The count rules Ilien wisely and well, doing his best not to make the 
mistakes of the regents around him. Neither ambitious nor proud, he’s 
willing to admit his faults. His people enthusiastically support him, 
for he keeps their loyalty high and their taxes low.

Aglondier claims Ilien is neutral, a statement that strays a bit from 
the truth. He’s good friends with the rulers from both Medoere and 
Roesone -- without their tolerance, his domain wouldn’t exist. Still, 
the nonpartisan illusion persists, so other rulers use the Free County 
of Ilien as a neutral meeting spot; regents have forged numerous 
treaties there."


Rogr is a weak mage at the start, but he starts with a surprisingly 
wide variety of realm spells-- including the excellently abusable 
Legion of Dead, though he can't summon any Skeleton units at all until 
he gets higher level. Though it should be noted that using LoD 
regardless will net him plenty of experience; do so if you want to be 
pumping out maintenance-free troops.



Alliene Aglondier; a dutiful daughter

Gender: Female
Race: Anuirean
Class: Priest 3

Alignment: Chaotic Good
Armor: Leather
Weapon: Dagger

Strength: 10
Intelligence: 12
Dexterity: 12
Wisdom: 16
Constitution: 15
Charisma: 14
HP: 28

Derivation: Masela, Minor
Grade: 20
Blood Abilities: Bloodmark

Realm Spells: As Priest 3
Spells: As Priest 3
Items: Necklace of Missiles, Staff of Curing


From the game's help files:
"Despite his many good qualities, Aglondier isn’t really the trusting 
sort. His only lieutenant is his daughter and heir, the Lady Alliene 
Aglondier. Together, the two can react to nearly any emergency that 
arises in the kingdom. A blonde-haired beauty, Lady Alliene shares her 
father's good natured spirit."


You don't gain very much from using Alliene; the payoff for using a 
Priest in domain play isn't as useful, and even in Adventures she's a 
bit more squishy than other Priests walking around with better armor 
and Dexterity. Her bloodline is also just as weak as her father's... So 
go ahead and use Rogr instead.

 

==MARKAZOR==

Razzik Fanggrabber; the spiteful Queen of Goblins

Gender: Female
Race: Goblin
Class: Fighter 4

Alignment: Lawful Evil
Armor: Leather
Weapon: Short Sword

Strength: 16
Intelligence: 13
Dexterity: 11
Wisdom: 9
Constitution: 14
Charisma: 9
HP: 35

Derivation: Azrai, Tainted
Grade: 2
Blood Abilities: Fear

Realm Spells: N/A
Spells: N/A
Items: None


Taken from the help files:
"Razzik Fanggrabber, Queen of Markazor, grew to adulthood taught to 
regard all others as blood enemies of the goblins."


... but to be fair, she didn't harness that rage constructively. Razzik 
might very well be the worst character in the game; she's a Fighter 
with an absolutely pathetic armor choice, an awful Bloodline, and a bad 
stat distribution. Her realm also happens to be subjugated to the 
Gorgon as a vassal. Poor Razzik. Make sure you complete the quest for 
the Emperor's Crown (Brak-Nor Castle) as soon as possible, to give her 
a functional Bloodline.



Kars Fist-Smasher; might smash his own fist

Gender: Male
Race: Goblin
Class: Fighter 7

Alignment: Chaotic Evil
Armor: Chain Mail
Weapon: Broad Sword

Strength: 17
Intelligence: 10
Dexterity: 13
Wisdom: 10
Constitution: 16
Charisma: 7
HP: 50

Derivation: Azrai, Minor
Grade: 5
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: None


From the Gorgon's Alliance help files:
"Several subordinate goblins and dwarves would like nothing more than 
to step into leadership spots; the Gorgon always has replacements for 
the old leaders groomed and waiting."


Kars is not directly mentioned, but apparently he's one such 
subordinate. He's better than Razzik, but only by a tiny bit. A 3 point 
Bloodline strength difference is not much of an advantage at all, and 
whatever else he has over Razzik manifests itself more in Adventures.



==MEDOERE==

Suris Enlien; the Voice of Ruornil

Gender: Female
Race: Anuirean
Class: Priest 4

Alignment: Neutral Good
Armor: Scale Mail
Weapon: Dagger

Strength: 14
Intelligence: 15
Dexterity: 15
Wisdom: 18
Constitution: 13
Charisma: 16
HP: 28

Derivation: Reynir, Major
Grade: 32
Blood Abilities: Healing, Heightened Ability

Realm Spells: As Priest 4
Spells: As Priest 4
Items: Necklace of Missiles, Staff of Curing


Taken from the Birthright: The Gorgon's Alliance help file:
"The Archpriest of Ruornil’s Celestial Spell, Suris Enlien keeps a 
close watch over this land, controlling her theocracy with a velvet 
fist. This beautiful priestess is tough and independent, seizing the 
three provinces that compose Medoere from Diemed and forging a new 
theocratic kingdom. Unfortunately, her control is not as absolute as 
she would like, so she enforces her edicts a little more harshly than 
she should.

As a priestess of the god of moon and magic, Enlien spends most of her 
days abed and works under the moon at night. Therefore she takes care 
of most of her courtly work at night also, giving her capital city of 
Braeme a different schedule than the rest of the kingdom." 


This moon priestess is actually nothing special as it pertains to 
either domain or Adventure gameplay. She's a low level Priest with a 
moderately good Bloodline score, and she has Scale Mail, but a low 
damage dagger. Not great, but not completely awful at all. A little on 
the low end as far as Regents go, though her realm isn't very strong in 
the first place...



Kotrin Skirvin; lieutenant of the theocracy

Gender: Male
Race: Anuirean
Class: Fighter 3

Alignment: Chaotic Good
Armor: Full Plate
Weapon: Broad Sword

Strength: 18
Intelligence: 14
Dexterity: 14
Wisdom: 12
Constitution: 16
Charisma: 15
HP: 30

Derivation: Anduiras, Minor
Grade: 18
Blood Abilities: Courage, Heightened Ability

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3,
 Potion of Stone Giant Strength, Scroll of Armor Enhancement x2


From the Gorgon's Alliance help files:
"The high priestess has one lieutenant, the commander of Medoere’s tiny 
army. Lord Kotrin Skirvin has a little blood of his own, so the regent 
keeps a close eye on him, knowing that his ambition might strip away 
his common sense. Other than that one flaw, she has chosen her 
commander well, and the two see eye to eye on policy matters.

Skirvin is an ambitious, hardened Rjurik warrior who contols the armies 
of Medoere.  Loyal to the Archpriestess but also somewhat hot-headed, 
he is an excellent tactician and military strategist."


Kotrin can certainly become a useful tank, but the lack of spellcasting 
and the much-reduced Bloodline strength (even in comparison to Suris's 
modest low-30's) makes him not worth the pain of using as main regent.



==MHORIED==

Daeric Mhoried; the noble Mhor

Gender: Male
Race: Anuirean
Class: Ranger 7

Alignment: Chaotic Good
Armor: Full Plate
Weapon: Broad Sword

Strength: 16
Intelligence: 15
Dexterity: 15
Wisdom: 13
Constitution: 16
Charisma: 16
HP: 56

Derivation: Anduiras, Major
Grade: 46
Blood Abilities: Battlewise, Resistance

Realm Spells: As Ranger 7
Spells: As Ranger 7
Items: None


From the help files:
"The Mhor, Daeric Mhoried, wards the kingdom of Mhoried. Descended 
directly from Endira Mhoried, the woman who received this domain from 
the hand of the second Roele, the Mhor takes his responsibility to the 
land seriously. Though some say another of his ancestors was the son of 
the Emperor, even the regent himself discounts this story. Apparently, 
the crusty old woodsman has no interest in the Iron Throne.

This conscientious ruler tries to ensure that his laws do not interfere 
with his people living free and happy. He taxes them only to maintain 
the kingdom and levies only the laws that the people themselves demand 
-- most demand none. His policy of lenience allows the Mhor to 
concentrate on military strategy to safeguard the lives of his people; 
his years of planning have made him a military genius.

However, despite knowing he could lead his armies to the City of Anuire 
itself, Mhoried remains content in his home kingdom. His ambition died 
years ago, and now he seeks only to protect the people he has learned 
to love in his years as regent."


Daeric's in a class that eventually gets access to some Priest spells, 
and even the entire Priest Realm Spell list. Already a solid fighter in 
his own right, with a suit of Full Plate for taking on foes, and a good 
Bloodline outside of Adventure play, and you'll find that the old Mhor 
is a solid regent.



Michael Mhoried; still learning from daddy

Gender: Male
Race: Anuirean
Class: Fighter 4

Alignment: Lawful Good
Armor: Full Plate
Weapon: Broad Sword

Strength: 17
Intelligence: 14
Dexterity: 12
Wisdom: 11
Constitution: 15
Charisma: 14
HP: 38

Derivation: Anduiras, Major
Grade: 46
Blood Abilities: Courage, Iron Will

Realm Spells: N/A
Spells: N/A
Items: None


Taken from the Gorgon's Alliance help files:
"Michael Mhoried, son and heir of the Mhor, studies the ways of 
rulership at his father’s hand. But before the heir can learn what it 
truly means to be a ruler, he must master the responsibilities of a 
lieutenant, handling problems neatly for his father."


Michael can develop into a better combatant than his father, but the 
lack of spellcasting shortchanges his versatility. You'll be better off 
using Daeric, though Michael will remain an asset in Adventures.



==MUR-KILAD==

Godar Thurinson; one of Raesene's many angry dwarves

Gender: Male
Race: Dwarf
Class: Fighter 6

Alignment: Lawful Evil
Armor: Half Plate
Weapon: Footman's Mace

Strength: 16
Intelligence: 14
Dexterity: 14
Wisdom: 10
Constitution: 17
Charisma: 12
HP: 55

Derivation: Vorynn, Tainted
Grade: 5
Blood Abilities: Fear, Regeneration (Both unlisted in editor.)

Realm Spells: N/A
Spells: N/A
Items: None


Taken from the Gorgon's Alliance help files:
"Godar Thurinson of Mur-Kilad is a blustery dwarf with nothing but 
contempt for nondwarves."


There aren't a lot of things to say about Godar, except that he's kind 
of bad. Intentional for the Gorgon, who needs barely-functional regents 
that won't oppose his command over the Mur-Kiladan dwarves, but this 
does nothing for you if you'd actually want to USE Mur-Kilad.



Grundor Thorkin; dwarven grunt

Gender: Male
Race: Dwarf
Class: Fighter 10

Alignment: Lawful Evil
Armor: Improved Mail
Weapon: Battle Axe

Strength: 19
Intelligence: 14
Dexterity: 11
Wisdom: 7
Constitution: 17
Charisma: 14
HP: 80

Derivation: Vorynn, Minor
Grade: 15
Blood Abilities: Fear, Regeneration (Both unlisted in editor.)

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles


From the Gorgon's Alliance help files:
"Several subordinate goblins and dwarves would like nothing more than 
to step into leadership spots; the Gorgon always has replacements for 
the old leaders groomed and waiting."


Grundor's sort of a strange beast. His default appearance is that of an
enemy dwarf one would see in a campaign, he's one of those rare
lieutenants that are better than the default regent, and he's the only 
packing both a Battle Axe and an Improved Mail. "Improved Mail" being 
codeword for Scale Mail, which isn't all that bad, certainly. Still, 
his AC isn't exactly impressive even if he has great HP, so while he 
can tank with a Priest, use someone with Full Plate or a good Thief 
with lots of Dex equipment as soon as you can, so Grundor can crush 
things freely with his 19 Strength.



==OSOERDE==

Jaison Raenech; the usurping tyrant

Gender: Male
Race: Anuirean
Class: Fighter 7

Alignment: Lawful Evil
Armor: Full Plate
Weapon: Broad Sword

Strength: 14
Intelligence: 14
Dexterity: 12
Wisdom: 13
Constitution: 18
Charisma: 17
HP: 77

Derivation: Brenna, Major
Grade: 36
Blood Abilities: Heightened Ability, Resistance

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles


From the Gorgon's Alliance help files:
"The rightful ruler of Osoerde is William Moergen. However, his late 
father’s most trusted lieutenant, Jaison Raenech, has usurped the 
throne. The self-named duke has divested the old regent of his power, 
leaving Moergen bereft of his father’s blessing and running from bounty 
hunters after the reward for his death.

The cruel duke delights in causing pain and demonstrating his own 
might. This arrogant, sneering man takes excessive pride in his darkly 
handsome face. He keeps his alliances secret, but all know his enemies 
include Coeranys and Aerenwe, both of whom despise what he’s done."


Not only is Jaison a rather classic take on the old storyline of the
traitorous second-in-command up against the avenging son of the man 
he's betrayed, but he's also a rather powerful one at that. While his 
Bloodline isn't anything special, Jaison can take hits well with a 77 
HP pool and Full Plate to help him avoid hits.



Terence Gryphon; lackey with ambition

Gender: Male
Race: Anuirean
Class: Fighter 4

Alignment: Neutral Evil
Armor: Full Plate
Weapon: Sabre

Strength: 13
Intelligence: 10
Dexterity: 14
Wisdom: 9
Constitution: 11
Charisma: 11
HP: 32

Derivation: Anduiras, Minor
Grade: 17
Blood Abilities: Courage, Heightened Ability

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles


Taken from the game's help files:
"Terence Gryphon leads the duke’s men in their pursuit of the fugitive 
rightful duke. This hard, capable man, seems as untrustworthy as his 
master. The core of ambition deep within him fuels his desire to 
destroy Jaison Raenech as soon as he has captured and executed 
Moergen."


Terence isn't anywhere near his boss in terms of strength. His 
Bloodline is less than half of Jaison's and his HP, partially a product 
of being lower-level, means he can't take hits well. This thug is 
better left as a lieutenant.



==RHUOBHE==

Rhuobhe Manslayer; he's tolerated your presence for FAR too long

Gender: Male
Race: Elf Awnshegh
Class: Fighter 16/Wizard 15

Alignment: Neutral Evil
Armor: Half Plate
Weapon: Broad Sword

Strength: 24
Intelligence: 18
Dexterity: 18
Wisdom: 14
Constitution: 15
Charisma: 17
HP: 88

Derivation: Azrai, True
Grade: 95
Blood Abilities: Fear, Regeneration (Both unlisted in editor.)

Realm Spells: Mass Destruction, Raze, Summoning, Warding
Spells: Shocking Grasp, Morelf's Poison Arrow, Lightning Bolt, 
 Ice Storm, Disintegrate, Death Spell, Power Word Stun
Items: Faele's Ring, Chalice of the Dead


From the game's help files:
"The land of Rhuobhe takes its name from Rhuobhe the Elf, called the 
Manslayer, and one of the original awnsheghlien. One of the few elves 
who did not renounce Azrai at Deismaar, Rhuobhe absorbed a goodly part 
of the god’s essence and now rules a tiny domain wedged between 
Tuornen, Taeghas, and Boeruine. It is one of the last elf lands in the 
Aelvinnwode, and Rhuobhe always seeks to expand his territory.

The Elf hates all humans, even more so now than when he joined forces 
with evil. He goes out of his way to kill any human he can: man, woman, 
or child, but especially regents. He sees himself as protector of the 
forests and guardian of a lost elven way of life and takes an active 
part in destroying the Anuireans around him. He is willing to work with 
humans, but only to cause even greater harm to them eventually; he 
always betrays those who have allied themselves with him.

A fierce opponent, Rhuobhe remains unflinching in his dedication to 
returning Cerilia to the elves. He has lived for well over a thousand 
years now, and his outlook toward the "human encroachers" grows 
steadily worse with each passing year. He broods in the Tower Ruannoch, 
a single blackened spire that rises high above the forest around it, 
and he formulates his plans of destruction."


Rhuobhe's an Awnshegh, which gives him an incredibly stupid advantage 
in any automated battles. Combine this with utterly broken damage 
during Adventures and powerful artifacts at the start (Faele's Ring 
lets him solo half an army and most Adventures where walking up and 
slapping them for a million damage with the Manslayer's sword isn't 
viable), and you have one of the game's best Regents. The only thing 
holding him back is a weak and tiny realm.



Nhoun the Elf; he has a dread for each regent he's killed

Gender: Male
Race: Elf (Listed as Anuirean in the editor for some reason)
Class: Fighter 5

Alignment: Chaotic Evil
Armor: Leather
Weapon: Short Sword

Strength: 13
Intelligence: 16
Dexterity: 17
Wisdom: 10
Constitution: 15
Charisma: 15
HP: 38

Derivation: Reynir, Major
Grade: 37
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles x3


One of Rhuobhe's many trusted Elves, Nhoun's special task is to guard
Dierdrien's Ring in Elfwash Keep.


That said, I don't know why anyone would use him. The domain of the 
Manslayer is a very tiny one, and while Nhoun wouldn't be very bad in 
another realm, the one they stuck him in makes not using Rhuobhe feel 
somewhat pointless... Though perhaps using him over Rhuobhe offers an 
interesting challenge.



==ROESONE== 

Marlae Roesone; the stoic Baroness

Gender: Female
Race: Anuirean
Class: Fighter 5

Alignment: True Neutral
Armor: Leather
Weapon: Footman's Mace

Strength: 11
Intelligence: 14
Dexterity: 14
Wisdom: 14
Constitution: 13
Charisma: 15
HP: 38

Derivation: Brenna, Major
Grade: 24
Blood Abilities: Enhanced Sense, Resistance

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3,
 Potion of Stone Giant Strength, Scroll of Armor Enhancement x2


From the help files:
"The kingdom has a baroness, Marlae Roesone. The great-granddaughter of 
the Black Baron grew up hearing how her grandfather, Morghan, may have 
slain Daen Roesone, his own father, for the rule of the domain. She 
shares a few of her violent grandfather’s traits, tempered by a touch 
of mercy and compassion. However, she understands certain political 
necessities, and she’ll go to any length to defend her kingdom.

Though a stern ruler, the baroness knows what her people need. Her fair 
and unyielding justice applies to the roughest of the peasants and the 
most polished of the nobles alike. Her people feel no great love for 
her, but neither do they find her taxes and her laws too oppressive."


Marlae doesn't have the hearts of their people, nor does she inspire 
much in a player either. She's a Fighter in bad armor, with low Dex. 
There's little that's impressive about her. Still, she's better than 
her lieutenant in domain play due to higher blood strength.



Michael Agnelie; the mayoral relationship

Gender: Male
Race: Anuirean
Class: Thief 3

Alignment: Lawful Good
Armor: Scale Mail
Weapon: Dagger

Strength: 16
Intelligence: 16
Dexterity: 16
Wisdom: 15
Constitution: 14
Charisma: 13
HP: 21

Derivation: Brenna, Tainted
Grade: 10
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Necklace of Missiles, Potion of Extra Healing


The game's help files state: 
"Marlae Roesone considers herself capable of managing her kingdom on 
her own. However, this feeling may change soon. With Diemed constantly 
scheming and Ghoere on the northern border, it’s only a matter of time 
before she starts looking for skilled lieutenants to lend her able aid. 
One such candidate is Michael Agnelie, the mayor of the city of 
Proudglaive. He is a bluff, friendly sort and intensely devoted to the 
baroness. There are rumors that link him romantically with Marlae 
Roesone, but there has never been any proof of such a liason."


Michael may be a vaguely better choice than Marlae during domain play, 
since he gets free Espionage actions... However, it's not much of a 
positive considering the strength of his Bloodline is one of the lowest 
ever. Marlae will prove smoother at the beginning and through midgame, 
at the very least.



==SIELWODE==

Isaelie; the terrible Emerald Queen

Gender: Female
Race: Elf
Class: Wizard 13

Alignment: True Neutral
Armor: Leather
Weapon: Quarter Staff

Strength: 11
Intelligence: 19
Dexterity: 15
Wisdom: 15
Constitution: 14
Charisma: 18
HP: 43

Derivation: Vorynn, Major
Grade: 42
Blood Abilities: Divine Aura, Protection From Evil

Realm Spells: Dispel Realm Magic, Scry, Summoning, Warding
Spells: Detect Magic, Feather Fall, Light, Magic Missile, 
 Continual Light, Levitate, Locate Object, Strength, Fireball, Fly, 
 Stone Undead, Confusion, Ice Storm, Stone Skin, Cone of Cold, 
 Teleport, Chain Lightning
Items: Necklace of Missiles, Ring of Nightvision, Ring of Protection


The Gorgon's Alliance help files state:
"Emerald Queen Isaelie watches over the Faerie Court of the Sielwode. 
Though she feels neutral toward humans and their kingdoms, she knows 
she must punish human encroachment harshly, lest men come to believe 
they can trespass on elf lands at will.

Isaelie has held the throne for more than a hundred years, and in that 
time has watched the human lands slowly coalesce from openly warring 
kingdoms into roughly their current shape. She knows that, despite the 
dangers hidden within her lands, the humans will eventually turn their 
gazes toward the Sielwode. The elves won’t be able to resist them for 
long.

This sad queen feels the fate of her people heavily upon her shoulders. 
She can act savage at times, unwilling to accept humans’ immense 
capacity for destruction. At these moments, she’s likely to order the 
razing of every human settlement within 100 miles. However, she remains 
struck profoundly by any sort of beauty, whether human or elven, 
natural or created. Thus, she has borne several half-elf children from 
liaisons with beautiful human men."


Isaelie's an extremely powerful Regent, able to lock down her provinces 
from Gorgon interference while she moves southward and tear things 
apart with plentiful spellcasting (that's 13 levels of Wizard for you) 
and Summoning; the Skeletons, Goblin Cavalry, and Gnoll Infantry you 
can summon are very powerful indeed. 



Corwin Rhysdiordan; the only friend of humanity

Gender: Male
Race: Elf
Class: Ranger 7

Alignment: Chaotic Good
Armor: Scale Mail
Weapon: Broad Sword

Strength: 16
Intelligence: 14
Dexterity: 17
Wisdom: 13
Constitution: 13
Charisma: 16
HP: 63

Derivation: Reynir, Major
Grade: 31
Blood Abilities: Healing, Iron Will

Realm Spells: As Ranger 7
Spells: As Ranger 7
Items: Necklace of Missiles, Oil of Sharpness x3, 
 Potion of Stone Giant Strength, Scroll of Armor Enhancement x2


From the game's help files:
"In the Sielwode, Corwin Rhysdiordan can get anything done. This tall, 
dark-haired, and bright-eyed elf awaits only the command of his queen 
before acting. If anyone can convince her of a course of action, he 
can. Rhysdiordan, a 7th-level ranger, has several human friends; likely 
his counsel keeps the queen quiet during some of her anti-human moods."


Corwin's a Ranger in a part of the world that has no established 
Infrastructure for such powers... Though to be fair, he's only Level 7 
so he won't be able to do anything until he levels up. Still, Isaelie 
is superior to him from start to finish for a variety of reasons, so go 
with the Emerald Queen instead as your main regent. Corwin can still be 
useful during Adventures since he's a Fighter with such high Dex and 
passable armor.



==SPIDERFELL==

Spider; the madness of Tal-Qazar

Gender: Male
Race: Awnshegh
Class: Monster 13?

Alignment: Non-aligned
Armor: None (Base AC of -2)
Weapon: None

Strength: 13
Intelligence: 16
Dexterity: 18
Wisdom: 12
Constitution: 12
Charisma: 16
HP: 68

Derivation: Azrai, Great
Grade: 95
Blood Abilities: Fear, Regeneration (Regeneration unlisted in editor.)

Realm Spells: Death Plague, Legion of Dead, Mass Destruction
Spells: N/A
Items: Chalice of the Dead, Danica's Crystal of Scrying


The help files state:
"The Spider, one of the original awnsheghlien, rules the wood called 
the Spiderfell. Locals say the creature becomes aware of any intrusions 
into its forest, that it can see through the eyes of the spiders in the 
woods. Popular folklore also has it that the Spider can put itself into 
the body of any lesser spider in the borders of the woods, though this 
last may stem merely from the nightmares of the regents who share a 
border with the fell.

Every once in a while, the Spider sends forth its humanoid armies to 
wreak havoc on surrounding domains. The attacks seem to lack a pattern 
entirely -- the Spider attacks who it wants, when it wants. Thus, its 
neighbors usually leave at least a token garrison at the Spiderfell 
frontier." 


True to canon, the Spider USED to be a Wizard and in fact has Realm 
Spells listed, but he can't actually use them to good effectiveness. 
The Spider, Tal-Qazar, has devolved too much in mind, and can no longer 
cast even a cantrip properly. Legion of Dead provides you with no 
Skeleton units at all. The main advantage of the Spider as a main 
regent is the high Bloodline Grade... But it should be noted that, as a 
Monster, he may not be able to harness it until a great many provinces 
are under his belt. Of all Awnsheghlien, he might have the toughest 
time; it's fortunate that he has so many opportunities for expansion
into weak realms...



Fistal Spitworst; generic Goblin

Gender: Male
Race: Goblin
Class: Fighter 5

Alignment: Chaotic Evil
Armor: Chain Mail
Weapon: Broad Sword

Strength: 15
Intelligence: 17
Dexterity: 15
Wisdom: 8
Constitution: 11
Charisma: 11
HP: 30

Derivation: Azrai, Minor
Grade: 10
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: None


He's a rather plain Fighter with an utterly pathetic Bloodline... But 
the interesting thing is, he might be a better choice than the Spider, 
whose main advantage is mainly during automated battles as a fearsome 
Awnshegh that has the results slanted in his favor. As a Fighter, he'll 
at least gain RP off of Law holdings guaranteed.


==TAEGHAS==

Harald Khorien; absentee Count

Gender: Male
Race: Anuirean
Class: Wizard 4

Alignment: Neutral Good
Armor: Leather
Weapon: Dagger

Strength: 13
Intelligence: 17
Dexterity: 16
Wisdom: 14
Constitution: 17
Charisma: 12
HP: 28

Derivation: Anduiras, Major
Grade: 33
Blood Abilities: Divine Wrath, Healing

Realm Spells: Mass Destruction
Spells: Detect Magic, Feather Fall, Light, Morelf's Poison Arrow
Items: Amulet of Feather Fall, Necklace of Missiles, Ring of Protection


Harald Khorien is the count of Taeghas, and a virtual puppet ruler who 
does as he pleases as a mage while Darien Avan controls the majority of 
the realm's other functions through secondaries acting in 
administrative capacity within Taeghas. To underestimate him is unwise, 
however; he's a mage who has plenty of sources inside Taeghas, and will 
make use of them in order to defend his realm if it comes under threat. 
Regardless, he'd much rather be doing something else instead of 
performing the drudgery required of being a proper regent.


Harald's unimpressive as a mage. He can wipe out armies if he likes 
when using Mass Destruction, but he can't summon forces to take control 
of provinces like other mages. Not to mention he's fragile in 
Adventures, trumpeting those bright purple colors with nothing but 
Leather Armor beneath them and Morelf's Poison Arrow being his best 
attack at the start. Stil, he has a solid Bloodline Grade which is just 
enough to allow him to prepare his realm to expand beyond its borders.



Trevor Onwen; de facto semi-ruler

Gender: Male
Race: Anuirean
Class: Fighter 3

Alignment: True Neutral
Armor: Full Plate
Weapon: Broad Sword

Strength: 17
Intelligence: 12
Dexterity: 15
Wisdom: 14
Constitution: 15
Charisma: 10
HP: 31

Derivation: Anduiras, Minor
Grade: 16
Blood Abilities: Heightened Ability

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3,
 Potion of Stone Giant Strength, Scroll of Armor Enhancement x2


From the Gorgon's Alliance help files:
"Most of the count’s administrative work is overseen by a group of 
skilled lieutenants left over from the rule of the previous count. Of 
these, the leader is a respected military officer named Trevor Onwen, 
whose loyalties lie with Avanil.  He is plotting but capable. He and 
the others control the apparatus of government, including the details 
of formal events, meetings with the ruler, and the disposition of royal 
funds. They leave Khorien free to research his spells and learn more of 
the nature of magic."


Trevor can grow into an excellent tank, but as main ruler, he's a bust. 
With a Bloodline Grade below 20 and a Fighter whose best contributions 
are in Adventures, he won't be of much help to his realm during domain 
play while Harald can eventually become a very mighty force. The one 
advantage Trevor possesses over Harald is his alignment of True 
Neutral, which gives him an easier time during Diplomacy.



==TALINIE==

Thuriene Donalls; seeking adventure at all times

Gender: Female
Race: Anuirean
Class: Priest 6

Alignment: Lawful Good
Armor: Scale Mail
Weapon: Footman's Mace

Strength: 14
Intelligence: 14
Dexterity: 12
Wisdom: 17
Constitution: 16
Charisma: 16
HP: 49

Derivation: Anduiras, Major
Grade: 33
Blood Abilities: Courage, Enhanced Sense

Realm Spells: As Priest 6
Spells: As Priest 6
Items: Necklace of Missiles, Staff of Curing


Per the help files:
"Thuriene Donalls, Thane of Talinie, controls the Northern Temple as 
its Supreme Hierarch. She is a fanatic about her faith, as one might 
expect from the ruler of a theocracy. Though she tolerates people of 
other faiths, she’d just as soon crush their temples. She also can see 
the light of reason, though, and won’t charge into a battle against 
another priest unnecessarily. Still, she desires only to serve her god 
-- her people take a distant second to her relationship with Haelyn, 
and they know it.

She watches over the domain of Talinie both spiritually and temporally. 
Her guidance has kept it alive for more than 15 years now; without her 
and her predecessors, the kingdom would have fallen to Boeruine or, 
worse, to goblins and brigands. Overall, she runs her kingdom well and 
has succeeded, against the odds in keeping it prosperous.

The fairly excitable Donalls has found herself lured into several traps 
by enemies seeking her demise. These near misses have granted her a bit 
more caution, but she hasn’t entirely learned her lesson. Her actions 
tend to be less than well considered, but she’s learning."


Thuriene's alright. An incredibly high HP Priest, she can heal herself 
through nasty encounters in Adventures and can tank the less difficult 
ones well enough, though you'll want a real Fighter for such a purpose. 
Her established Temples and good Bloodline will give her leg-up in 
improving her realm, as well.


Torele Anviras; the emo mage

Gender: Male
Race: Anuirean
Class: Wizard 10

Alignment: Lawful Good
Armor: Leather
Weapon: Quarter Staff

Strength: 9
Intelligence: 18
Dexterity: 13
Wisdom: 16
Constitution: 12
Charisma: 13
HP: 35

Derivation: Anduiras, Major
Grade: 35
Blood Abilities: Courage, Protection From Evil

Realm Spells: Alchemy, Death Plague, Transport
Spells: Detect Magic, Jump, Light, Shocking Grasp, Continual Light,
 Locate Object, Fly, Lightning Bolt, Minor Globe/Invulnerability, 
 Stone Skin, Cone of Cold
Items: Necklace of Missiles, Potion of Flying, Ring of Protection,
 Tome of Sorcerer Lore


As per the help files:
"One of her lieutenants, Torele Anviras, is rude, bad-tempered, and 
melancholy, but loyal to Talinie. No one likes Torele but everyone 
regards him as an indespensable aid to the realm's defense. This mage 
has source holdings in several parts of Anuire."


Torele's quite a powerful mage with both the Bloodline and sources to 
use it. Probably a superior alternative to Thuriene, and a great asset 
to any fights in Adventures as well.



==THURAZOR==

Tie'skar Graecher; he knows the game

Gender: Male
Race: Goblin (Listed as Anuirean in the editor for some reason)
Class: Fighter 7

Alignment: Lawful Evil
Armor: Chain Mail
Weapon: Short Sword

Strength: 15
Intelligence: 15
Dexterity: 10
Wisdom: 9
Constitution: 14
Charisma: 12
HP: 43

Derivation: Azrai, Minor
Grade: 24
Blood Abilities: Fear, Regeneration (Both unlisted in editor)

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles x3


The Gorgon's Alliance help files state:
"The King of Thurazor is far more crafty than he lets on. Though 
Graecher is getting on in years, none of his faculties have dimmed, and 
he seems always ready to face another challenger to his throne. For 
this reason, he cultivates the aspect of a senile old king, hoping to 
lure the more foolish of his subjects into actions they will regret 
later.

Tie’skar Graecher rose up from the lowest ranks of goblin nobility 
using the cunning and brutality that would mark his later reign. He 
murdered several of his rivals, arranged accidents for others, and 
eventually poisoned the old king before that crafty old goblin could 
become wary of the danger Graecher presented. The old king’s heirs met 
with similar deaths, which continued until all the goblin nobles were 
afraid to take up the crown, and Graecher could assume it with 
impunity. Though no one could prove he had murdered his way to the top, 
all certainly suspected it -- and accorded him the respect due to a 
true king."


Tie'skar's not the best Fighter, and he's certainly far from being a 
great regent. However, his Bloodline strength is nearly three times 
that of Kraztal's, which is sad since Tie'skar's only at a Grade of 24, 
himself. Still, Tie'skar's the leader of a functioning Azrai's blood-
run realm that has no ridiculously unbalanced features to it, so he can 
be entertaining to use.


Kraztal Skreedal; probably thinks he's smarter than Tie'skar

Gender: Male
Race: Goblin
Class: Fighter 7

Alignment: Lawful Evil
Armor: Chain Mail
Weapon: Broad Sword

Strength: 13
Intelligence: 12
Dexterity: 18
Wisdom: 15
Constitution: 9
Charisma: 11
HP: 38

Derivation: Azrai, Tainted
Grade: 8
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: Cloak of Protection, Gauntlets of Dexterity, 
 Necklace of Missiles, Potion of Extra Healing


Kraztal's Bloodline is pathetically low, which is bad considering 
Thurazor is already a realm that's on the weaker side of things. 
However, Kraztal can become a respectable tank, so he'll be valuable 
rather than a mere cling-on if you let him grow as a lieutenant.



==TUARHIEVEL==

Fhileraene; the Thorn Throne's chosen

Gender: Male
Race: Elf
Class: Fighter 7/Wizard 7

Alignment: True Neutral
Armor: Scale Mail
Weapon: Broad Sword

Strength: 15
Intelligence: 16
Dexterity: 14
Wisdom: 14
Constitution: 13
Charisma: 17
HP: 46

Derivation: Reynir, Great
Grade: 55
Blood Abilities: Detect Illusion, Divine Aura, Healing, Iron Will

Realm Spells: Death Plague, Raze
Spells: Detect Magic, Jump, Magic Missile, Shocking Grasp, 
 Continual Light, Levitate, Morelf's Poison Arrow, Fly, Ice Storm
Items: Potion of Healing x2, Ring of Protection, 
 Wand of Illumination x3


From the Gorgon's Alliance help files:
"The ruler of the last elf domain in the Aelvinnwode is Fhileraene, 
Prince of Tuarhievel. The prince’s mother, the queen Ibelcoris, was the 
granddaughter of the elf warrior Rhuobhe. Some have said that 
Fhileraene bears a remarkable resemblance to Rhuobhe Manslayer, but it 
remains to be seen whether the prince has inherited more than Rhuobhe’s 
looks. The bloodline of Fhileraene contains both the blood of Reynir 
and Azrai, but the blood of the old druid god runs slightly stronger.

Fhileraene seems an enigma to all around him. While he entertains 
traders from human lands, he also holds court with the most hate-filled 
of the elves. He loves life, a quality one normally associates with 
elves, but he also flies into moods of black rage. Though smooth and 
handsome, his demeanor hides lines of ugliness and hatred just beneath 
the surface. Only his half-sister, the Baroness of Dhoesone, knows his 
thoughts, and she shares them with no one.

Fhileraene, one of the strongest wizards in Anuire, gives other realms 
no reason to fear. But, as the antihuman faction in his court grows, 
neighboring realms might regret their proximity."


A dual-classer of no mean skill, is a Wizard with plenty of room for 
growth. Fhileraene's main asset is his massive Bloodline Grade, which 
gives him an edge in terms of domain actions. Combined with superior 
Elven armies and quick Ley Line setting-up, Fhil can take acquire 
provinces fast by way of Raze when troublesome castles are in the way.



Llytha Damaan; man or woman, that is the question

Gender: Female
Race: Elf
Class: Wizard 6/Thief 6

Alignment: True Neutral
Armor: Leather
Weapon: Quarter Staff

Strength: 12
Intelligence: 17
Dexterity: 16
Wisdom: 12
Constitution: 14
Charisma: 16
HP: 29

Derivation: Vorynn, Great
Grade: 34
Blood Abilities: Enhanced Sense, Travel

Realm Spells: Blight, Transport
Spells: Detect Magic, Light, Shocking Grasp, Continual Light, Strength, 
 Lightning Bolt
Items: Potion of Healing x2, Ring of Protection, 
 Wand of Illumination x3


From the Birthright: The Gorgon's Alliance help files:
"The advisers of the old queen play only minor roles in the court of 
Tuarhievel; the prince seeks to accomplish nearly everything himself. 
The tasks he can not complete, he assigns to his childhood companion, 
Llytha Damaan. This beautiful and capable elf is a mage of no small 
power and a thief of equal skill. This accomplished diplomat’s honeyed 
tongue can sway even the most stubborn elf."


Llytha's a curious entity. Both Wizard and Thief, s/he can eventually 
get all of the Wizard's power at his/her fingertips, while also getting 
free Espionage actions every Turn. Coupled with the fact that her 
Bloodline is, while nowhere near as powerful as Fhileraene's, still 
quite good, and you have someone that can be incredibly powerful and 
versatile in the future.



==TUORNEN==

Laela Flaertes; her allies are scarce

Gender: Female
Race: Half-Elf
Class: Bard 4

Alignment: Neutral Good
Armor: Scale Mail
Weapon: Quarter Staff

Strength: 13
Intelligence: 17
Dexterity: 15
Wisdom: 16
Constitution: 16
Charisma: 17
HP: 28

Derivation: Brenna, Minor
Grade: 35
Blood Abilities: Enhanced Sense, Heightened Ability

Realm Spells: Transport
Spells: Magic Missile, Reduce, Locate Object
Items: Cloak of Protection, Gauntlets of Dexterity, Necklace of Missiles,
 Potion of Extra Healing


Taken from the Birthright help files:
"Laela Flaertes rules as Duchess of Tuornen. She inherited the kingdom 
from a senile father, and she strives to rebuild it to its former glory 
-- or at least keep it from the hands of those who so avidly seek the 
Iron Throne.

With three provinces bordering Boeruine and three on Avanil, Flaertes 
can not afford to make a mistake in her political dealings. She walks a 
dangerous and narrow path between Avanil and Boeruine, striving to 
build her kingdom between the two super powers. Her situation has given 
her a life of extreme tension. Where other regents might give in to one 
or the other, she works to ensure that she takes no missteps that might 
cause her people to suffer."


Laela is a Bard, which translates to "Wizard who doesn't advance as 
fast with spells" in this game, but at the very least her Realm Spell 
magic doesn't diminish in the slightest. If you can get Legion of Dead 
on her, she can be formidable despite having a realm that's surrounded.



Braedonnal Tuare; will do what's necessary to kick your ass

Gender: Male
Race: Elf
Class: Fighter 7

Alignment: Chaotic Good
Armor: Scale Mail
Weapon: Rapier

Strength: 14
Intelligence: 13
Dexterity: 16
Wisdom: 14
Constitution: 12
Charisma: 17
HP: 49

Derivation: Basaia, Major
Grade: 34
Blood Abilities: Resistance

Realm Spells: N/A
Spells: N/A
Items: Necklace of Missiles, Oil of Sharpness x3,
 Potion of Stone Giant Strength, Scroll of Armor Enhancement x2


Taken from the help files:
"Elf commander Braedonnal Tuare holds the defense of north Tuornen. 
Though this firebrand would love to fight the awnshegh Rhuobhe, the 
duchess has forbidden it, reminding him that such an offensive would 
place the kingdom in considerable peril. Influential but hot-headed, he 
has earned the nicknames "Hotspur" and "Firebrand"."


Braedonnal may have a long and storied history in the canon, but he's 
actually not all that incredible for Tuornen as a main regent. Laela 
has a better Bloodline score, and he barely has Dexterity to support 
his Scale Mail. Still, he's a passable Fighter.




+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|10. Custom Regents                                       {birthcus}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



If you're tired of seeing the same old faces, the following characters 
are taken from canon (including the Birthright help files and truncated 
versions of the Atlas/Ruins of Empire included with The Gorgon's 
Alliance) and approximated for use in the Birthright Character Editor. 
If you think there are errors, consult your books. Remember that the 
Editors are also compatible only with patched versions (1.0.0.3, 
1.0.0.4).

The Character Editor’s also useful for “fixing” certain characters,
too; giving Rhuobhe the right Blood Abilities and correcting Kalilah’s
Bloodline Grade to 47 instead of 37, for instance.

BE WARY OF TRYING TO CHANGE REGENT ENTRIES WHO WERE ORIGINALLY 
MULTICLASSERS INTO A SINGLE CLASS CHARACTER. THE GAME HAS OCCASIONALLY 
BUGGED OUT ON ME PRETTY BADLY WHEN I TRIED TO DO THIS.


The "Recommended Appearance" is simply a suggestion based on how they 
look or sound in the canon. A list of appearances in the Gorgon's 
Alliance, along with who has them, are as follows:

Armored Warrioress;
 Fhiele Dhoesone, Kalilah bint Daouta

Warrioress in Cloth;
 Eluvie Cariele, Marlae Roesone, Thuriene Donalls

Aged Armored Queen;
 Liliene Swordwraith, Dheraene Bhailie, 

Youth in Armor;
 Michael Mhoried, Jaison Raenech, Trevor Onwen

Horned Warrior;
 Carilon Alam, Gavin Tael

Crowned Warrior;
 Aeric Boeruine, Kotrin Skirvin

Chainmail Warrior;
 Darien Avan, Entier Gladanil

Khinasi Warrior;
 Assan ibn Daouta

Chamberlain;
 Caliedhe Dosiere

Wing-helmeted Warrior;
 Arlean Borthinie [Bugged appearance], Heirl Diem, Daeric Mhoried

Goateed Guilder;
 Denerik, Kalien

Bearded Swashbuckler;
 Michael Agnelie

Blonde Thief;
 Eriene Mierelen, Mheallie Bireon

Goateed Priest;
 Hyde Termonie

Bearded Priest;
 [No main regent.]

Blonde Priestess;
 The Wizard, Alliene Aglondier, Suris Enlien

Young Caped Lady;
 Dierdren Alam, Danita (Chimaera), Lasica Diem

Caped Crone;
 Medhlorie Haensen

Staff-bearing Mage;
 Clumine Dhoesone

Balding Mage;
 Arlen Innes, Sword Mage, Rogr Aglondier, Harald Khorien

Masked Mage;
 [No main regent.]

White-haired Mage;
 Caine, Torele Anviras

Dwarven Soldier;
 Grundor Thorkin

Dwarven Thane;
 Grimm Graybeard

Black-bearded Dwarf;
 Diirk Watershold

Skull-helmet Dwarf;
 Kiras Earthcore, Godar Thurinson

Crowned Elf;
 Cole Alwier, Fhileraene

Elf with Dreads;
 Nhoun The Elf, Corwin Rhysdiordan, Braedonnal Tuare

Female Elf;
 Isaelie, Llytha Damaan, Laela Flaertes

Goblin Leader;
 Kars Fist-Smasher, Fistal Spitworst, Tie'skar Graecher, 
 Kraztal Skreedal [Bugged appearance]

Female Goblin Leader;
 Razzik Fanggrabber 

Gnoll;
 [None.]

The Gorgon;
 Gorgon

Rhuobhe;
 Rhuobhe Manslayer

The Spider;
 Spider



==CUSTOM REGENTS, AERENWE==

Cale Alwier, Female Half-Elf, ??, Reynir Minor 15?, Chaotic Good?
 (Cole Alwier's sister, loyal to Queen Liliene.)

Mourde Alondir, Male Anuirean, Thief 1, Masela Minor 15, Lawful Neutral
 (A guilder who sees the Erebannien in Aerenwe as a foresting 
 opportunity yet untapped.)

Maire Cwllmie, ??, Priest?, ??, ??
 (Operates the Eastern Temple of Nesirie.)



==CUSTOM REGENTS, AVANIL==

Aubrae Avan; the treacherous Avanil daughter

Gender: Female
Race: Anuirean
Class: Wizard 2

Alignment: Lawful Evil
Armor: ??
Weapon: Dagger

Strength: 10
Intelligence: 16
Dexterity: 15
Wisdom: 13
Constitution: 13
Charisma: 16
HP: 6

Derivation: Anduiras, Great
Grade: 70
Blood Abilities: None

Realm Spells: ??
Spells: ??
Items: ??

Recommended Appearance: Young Caped Lady

Daughter of Darien Avan, who tried to initiate a plot that would 
destroy Aeric Boeruine by way of a false indictment of kidnapping. 
Unfortunately, the person she establishes as her kidnapper outplays her 
at a game she believes she has mastered.

Aubrae’s a mage; the potential she can reach is already far above
Darien by her class choice alone, AND she retains his amazing 
Bloodline.



==CUSTOM REGENTS, BARUK-AZHIK==

Cairn Ahan; the learning thane

Gender: Male
Race: Dwarf
Class: Fighter 8

Alignment: Neutral Good?
Armor: Plate Mail or Full Plate
Weapon: Sledge Hammer or Short Sword

Strength: 17
Intelligence: 11
Dexterity: 12
Wisdom: 8
Constitution: 15
Charisma: 11
HP: 63

Derivation: Brenna, Minor
Grade: 22
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Black-bearded Dwarf

The youngest provincial Thane of Baruk-Azhik, Cairn tries his best to 
learn from his fellow Thanes and do what's best for the people of his 
province.

A mere Fighter, Cairn won't bring much to the table that Grimm and 
Diirk don't already.


Bayard Laccolith; life of a party

Gender: Male
Race: Dwarf
Class: Thief 8

Alignment: Chaotic Good?
Armor: Chain Mail
Weapon: Short Sword or Dagger

Strength: 13
Intelligence: 12
Dexterity: 16
Wisdom: 10
Constitution: 13
Charisma: 13
HP: 36

Derivation: Vorynn, Major
Grade: 32
Blood Abilities: Healing

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Black-bearded Dwarf

The jokester of Baruk-Azhik's thanes. Keeps the meetings humorous when 
things get too serious.

Bayard has an edge on Diirk when it comes to Bloodline, but he's really 
nothing special otherwise.


Wulfram Wainier; the Promontory's respected thane

Gender: Male
Race: Dwarf
Class: Fighter 10

Alignment: Lawful Neutral?
Armor: Plate Mail or Full Plate
Weapon: Short Sword or Battle Axe

Strength: 18
Intelligence: 12
Dexterity: 13
Wisdom: 14
Constitution: 15
Charisma: 16
HP: 79

Derivation: Anduiras, Great
Grade: 48
Blood Abilities: Detect Illusion, Divine Aura

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Dwarven Thane

Wise thane of The Promontory, everyone listens to him and he gets 
things done. Expected to be Grimm Graybeard's successor, should he pass 
on.

Unless Divine Aura and a slight edge in Diplomacy is worth it to you, I 
wouldn't recommend using Wulfram unless you want to edit out Diirk for 
another, tankier partner for Adventures.



==CUSTOM REGENTS, BOERUINE==

Arien, Male Anuirean, Thief 3, Reynir Minor 14, Chaotic Neutral
 (A guildmaster within Boeruine that loyally serves Archduke Aeric.)

Lyen Charie, Male Half-Elf?, ??, ??, ??
 (A commander in the Boeruine army asked by his elven grandfather to 
 assist in setting up an ambush by Rhuobhe Manslayer within the realm.)
 


==CUSTOM REGENTS, BROSENGAE==

Daffyd Tamaere, ??, Priest?, ??, ??
 (Operates the Peaceful Seas of Nesirie.)



==CUSTOM REGENTS, CARIELE==

Gunther Brandt, Male ?, Priest?, ??, ??
 (Operates the Oaken Grove of Aeric.)



==CUSTOM REGENTS, COERANYS==

Aedric Bherenstae, Male ?, ??, ??, ??
 (Captain of Coeranys' guard, his family was kidnapped until he steps 
 aside for an assassination plot on Eluvie to take place.)

The Three Brothers, Male ?, Wizard?, ??, ??
 (A trio of brothers trying to harness power from the domain in the 
 face of the Chimaera.)



==CUSTOM REGENTS, CHIMAERON==

The Three Brothers, Male ?, Wizard?, ??, ??
 (A trio of brothers trying to harness power from the domain in the 
 face of the Chimaera.)

Hakim el-Qadr, Male Khinasi, ??, ??, ??
Cowell, Male Anuirean, ??, ??, Lawful Evil?
Myonos, Male Anuirean?, ??, ??, Neutral Evil?
Otslof, Male Rjurik, ??, ??, Chaotic Evil?
Yuri Khavlor, Male Vos, ??, ??, Lawful Evil?
Charrek Ironfist, Male Dwarf, ??, ??, ??
Chandol, Male ?, ??, ??, ??
Shanol, Male ?, ??, ??, Not Evil
 (The provincial mayors of the Chimaeron. Of them, only Denerik was 
 fleshed out and given stats.)



==CUSTOM REGENTS, DHOESONE==

Gunther Brandt, Male?, Priest?, ??, ??
 (Operates the Oaken Grove of Aeric.)

James Ardannt, Male?, Priest?, ??, ??
 (Operates Haelyn's Bastion of Truth.)

Daeric Dhoesone, Male Anuirean, Wizard 3, Anuirean Minor 20, Chaotic Good
 (Cousin of Clumine, whom he hates. Relative of Fhiele, whom he 
 adores.)

Banner Andien, Male Anuirean, Thief 7, Anuirean Minor 21, Lawful Evil
 (He, along with Adaere Doneim and Galien Thuried, serve as the 
 trifecta of guilders who usurp much of the potential guild strength of 
 Dhoesone and make problems for Fhiele as a whole.)



==CUSTOM REGENTS, ENDIER==

Dhugal Thorne; slippery advisor

Gender: Male
Race: Anuirean
Class: Thief 2

Alignment: Neutral Evil?
Armor: Leather?
Weapon: Dagger

Strength: 10
Intelligence: 17
Dexterity: 17
Wisdom: 15
Constitution: 10
Charisma: 9
HP: 9

Derivation: Brenna, Minor
Grade: 18
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Goateed Guilder

A crafty man who knows how to negotiate, he helps Kalien with the 
affairs of Endier's guilds.

A weaker Kalien, and FAR less useful than Caine.



Raymond Valiere; skilled strategist

Gender: Male
Race: Anuirean
Class: Fighter 4

Alignment: Lawful Good?
Armor: Plate Mail
Weapon: Broad Sword

Strength: 16
Intelligence: 15
Dexterity: 13
Wisdom: 13
Constitution: 10
Charisma: 12
HP: 36

Derivation: Anduiras, Minor
Grade: 20
Blood Abilities: Battlewise

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Wing-helmeted Warrior

The commander of Endier's armed forces, Raymond really knows his way 
when it comes to planning a battle. Stubborn and blunt guy.

Maybe worth taking out Kalien for, but honestly, Fighters of his level 
are easy to come by.


Gavin Macceln, Male Anuirean, Thief 7, Brenna Major 32, ??
 (Previous leader of Endier's underground, criminal element before 
 Kalien came to town. His family is still a powerhouse, but he himself 
 is extremely old nowadays.)

Mirae Macceln, Female Anuirean, Fighter 2, Brenna Major 36, ??
 (Current leader of the Macceln family. Possibly more of a child of 
 daddy's than her brother Gellen, and certainly moreso than her semi-
 estranged brother Waylan.)

Gellen Macceln, Male Anuirean, Thief 2, Brenna Major 32, ??
 (Wasteful member of the Macceln family, though his actions somehow 
 amount to more profit.)

Selaen Macceln, Male Anuirean, Thief 1, Brenna Major 32, ??
Lucan Macceln, Male Anuirean, Thief 4, Brenna Major 32, ??
 (Two of Mirae's three children. Selaen's probably going to be next in 
 line for the head of the Macceln family while Lucan is more of a 
 brutish brother, better involved as the muscle.)

Valiene Valiere, Female Anuirean, Fighter 2, Anduiras Minor 20, ??
 (An old woman with scathing words for those she disapproves of, 
 Valiene serves as the head of the Valiere family.)



==CUSTOM REGENT, FIVE PEAKS==

[Vos Priest], ??, Priest ?, ??, ??
 (Someone is heading a temple to Kreisha and Belinik in the Five Peaks, 
 but he/she/it is unknown.)



==CUSTOM REGENTS, ILIEN==

Curan Ondier; simple farmer

Gender: Male
Race: Anuirean
Class: Fighter 4

Alignment: Neutral Good
Armor: No Armor?
Weapon: Quarterstaff

Strength: 17
Intelligence: 14
Dexterity: 14
Wisdom: 11
Constitution: 16
Charisma: 16
HP: 33

Derivation: Masela, Minor
Grade: 12
Blood Abilities: Protection From Evil, Resistance

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Bearded Swashbuckler

A farmer from Ilien who discovered he had blood ties from being a 
bastard son. While he is aware of his heritage, he does not desire to 
rule, prefering to be a farmer instead.

Might be an amusing addition just because he's a farmer, but otherwise 
he's extremely weak in comparison to Rogr, whose multitude of starting 
Realm Spells make him an eventual powerhouse.


Moro Mentier, Male Anuirean, Fighter 2, Masela Tainted 5, ??
 (A former merchant who works for the Free County of Ilien as the 
 Minister of Affairs.)

Beldere Enderaine, Male Anuirean, Fighter 3, Reynir Major 37, ??
 (A member of the Ilien nobility who is flamboyant about showing off 
 his extravagant wealth.)

Melonie Tyien, Female Anuirean, Fighter 2, Anduiras Major 22, ??
 (Formerly from Roesone, she sides with the temple of Haelyn and 
 staunchly opposes their foes.)



==CUSTOM REGENTS, GORGON'S CROWN==

Tollan, Male Anuirean?, Thief?, Azrai ? ?, Lawful Evil?
 (Awnsheghlien servant of the Gorgon who oversees the trade and 
 espionage of the Gorgon's Crown. His body is starting to take on gem-
 like qualities.)



==CUSTOM REGENTS, MARKAZOR==

Water Maiden, Female Half-Elf, Wizard ?, ? ? ?, ? Good
 (An ehrshegh who had power over water and could convert herself into 
 liquid. Supposedly hiding out somewhere in Markazor in an attempt to 
 flee the Gorgon.)



==CUSTOM REGENTS, MEDOERE==

Altaweir Enlien; the Patriarch who deserves better

Gender: Male
Race: Anuirean
Class: Priest 7

Alignment: Good?
Armor: Chain Mail
Weapon: Quarterstaff

Strength: 15
Intelligence: 16
Dexterity: 14
Wisdom: 16
Constitution: 13
Charisma: 13
HP: 39

Derivation: Reynir, Minor
Grade: 17
Blood Abilities: Protection From Evil

Realm Spells: ??
Spells: ??
Items: ??

Recommended Appearance: Bearded Priest

A steadfast priest who puts less stock in blood relation and more into 
hard work as a method of attaining his station. Thinks he should be 
leading the faith in Ruornil.

Higher level than Suris, which makes him somewhat better in Adventures 
than her at the start, but a far less powerful Bloodline may put you 
off.


Molien Darest, Male Anuirean, Priest 5, Reynir Minor 11, ??
 (A priest who maintains battle-readiness in the face of the Diemed 
 threat.)

Konour, Male Anuirean, Priest 5, Reynir Minor 12, ??
 (With an entourage of knights, the Patriarch Konour keeps watch over 
 the famous-- or infamous, to the regent of Diemed-- Tieren Pass.)



==CUSTOM REGENTS, MHORIED==

Shaene Mhoried, Male Anuirean, Thief 5, Anuirean Major 33, Lawful Evil
 (Daeric's half-brother, attempting to find his fortune in politics.)

Gunther Brandt, Male?, Priest?, ??, ??
 (Operates the Oaken Grove of Aeric.)



==CUSTOM REGENTS, RHUOBHE==

Spiritrender; fiendish spawn of Rhuobhe

Gender: Male
Race: Half-Elf? Awnshegh?
Class: Fighter 7

Alignment: Chaotic Evil
Armor: ??
Weapon: One-Hand Spear? or Two-Hand Spear?

Strength: 19
Intelligence: 15
Dexterity: 17
Wisdom: 14
Constitution: 15
Charisma: 16
HP: 45

Derivation: Azrai, Great?
Grade: 85
Blood Abilities: Detect Illusion, Divine Aura, Regeneration

Realm Spells: ??
Spells: ??
Items: ??

Recommended Appearance: Masked Mage

Born of Rhuobhe and bound to serve as the governor of an orog city 
called Kal Antherak, at the bidding of his father. Resents the position 
forced upon him, greatly.

Possesses a strong Bloodline and an interesting selection of Blood 
Abilities, but he's no Manslayer. Much better and more interesting 
flavor-wise than Nhoun, though.


Numiaith Leafdancer, ? Elf, Fighter 4, ??, ??
Bassanaer Llynrait, ? Elf, Fighter 5, ??, ??
 (Elves who beset Darien Avan at the Sword and Crown.)

Chulain Thwnnysimiere, ? Elf, Fighter 3, ??, ??
 (Wide-eyed defender of an orog-infested tunnel controlled by the 
 Manslayer.)

Screde Noctuln, Male Dwarf, Fighter 3, ??, Chaotic Neutral
 (A jovial dwarf who makes weapons for Rhuobhe. His sarcasm is as 
 piercing as the slender blades he prefers to use over more common 
 Dwarven tools.)



==CUSTOM REGENTS, ROESONE==

Daenal Roesone; rebellious son

Gender: Male
Race: Anuirean
Class: Thief 1/Fighter 1

Alignment: Chaotic Good?
Armor: Chain Mail
Weapon: Long Sword or Dagger

Strength: 11
Intelligence: 14
Dexterity: 17
Wisdom: 9
Constitution: 10
Charisma: 15
HP: 7

Derivation: Brenna, Major
Grade: 24
Blood Abilities: Heightened Ability, Enhanced Sense

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Youth in Armor

A strapping young gentleman, Daenal is Marlae's rowdy brother. While he 
is trying to train as a fighter, he happened to pick up some skills as 
a rogue due to the absent parenting of his father.

Thief/Fighter's kind of a funny multiclass, but it could very well make 
him more durable later on, and much more powerful than Marlae. Not to 
mention a free Espionage Action gives him a slight edge in domain play.


Arvuor Raemel; a less-famous bastard child

Gender: Male
Race: Anuirean
Class: Fighter 7

Alignment: True Neutral?
Armor: Full Plate
Weapon: Broad Sword

Strength: 16
Intelligence: 13
Dexterity: 12
Wisdom: 10
Constitution: 15
Charisma: 12
HP: 48

Derivation: Brenna, Tainted
Grade: 12
Blood Abilities: Resistance

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Horned Warrior

Illegitimate son of the original Black Baron, Arvuor couldn't care less 
about whatever rights he may or may not have to the rulership of 
Roesone. He's a determined man who does what's necessary.

Higher-level Fighter than Marlae, but his Bloodline strength is awful.


Vaesin Isilviere; the battleworn commander

Gender: Male
Race: Anuirean
Class: Fighter 4

Alignment: Chaotic Good?
Armor: Leather Armor
Weapon: Broad Sword

Strength: 13
Intelligence: 14
Dexterity: 12
Wisdom: 16
Constitution: 14
Charisma: 15
HP: 34

Derivation: Anduiras, Minor
Grade: 20
Blood Abilities: Battlewise, Iron Will

Realm Spells: N/A
Spells: N/A
Items: Ring of Protection

Recommended Appearance: Bearded Swashbuckler

Once a leading captain in the Roesone military, he used his craftiness 
to defeat Ghoere in a major engagement that saved the realm. Father of 
Daerin.

Vaesin's walking around in bad armor and bad Dexterity. He's probably 
not worth editing in.


Sedrie Bellamie; cunning court mage

Gender: Male
Race: Anuirean
Class: Wizard 3

Alignment: Lawful Evil?
Armor: Leather?
Weapon: Quarterstaff?

Strength: 9
Intelligence: 15
Dexterity: 14
Wisdom: 12
Constitution: 11
Charisma: 13
HP: 9

Derivation: Vorynn, Minor
Grade: 23
Blood Abilities: Enhanced Sense

Realm Spells: ??
Spells: ??
Items: ??

Recommended Appearance: Balding Mage

The Count of Bellam who seeks to undermine the influence of Marlae 
Roesone, both to see whether she is capable of ruling and to see if 
there is a chance to rule Roesone himself.

Regardless of what you give Sedrie, any mage can grow to become 
something powerful. It should be noted that he lacks the Source 
Holdings to start out properly.


Traese Noelon; a dutiful castellan

Gender: Male
Race: Anuirean
Class: Fighter 6

Alignment: Lawful Good?
Armor: Full Plate
Weapon: Broad Sword

Strength: 17
Intelligence: 13
Dexterity: 12
Wisdom: 10
Constitution: 14
Charisma: 13
HP: 36

Derivation: Basaia, Minor
Grade: 26
Blood Abilities: Healing, Protection From Evil

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Crowned Warrior

Noble fighter of Roesone, Traese had been an important part of the 
realm since before Marlae's rise. A dignified man who manages his 
section of Roesone well, and remains primed and ready for combat.

Traese has Full Plate, but bad Dex. He doesn't have much in the way of
interesting abilities, either.


Daerin Isilviere, Male Anuirean, Fighter 1, Anduiras Minor 20, ???
 (Provincial ruler of Fairfield, embroiled in a succession conflict 
 with his family in Taeghas.)

Anchael Denoered, Male Anuirean, Fighter 8, Anduiras Minor 22, ??
 (Count of Ghoried, an old man who has fought the Spiderfell's forces 
 plenty of times.)

Raederic Roesone, Male Anuirean, Fighter 1, Brenna Major 24, ??
 (Brother of Teried Roesone, the father of Marlae Roesone.)

Shielin Roesone, Female Anuirean, Fighter 3, Brenna Major 24, ??
 (Daughter of Raederic, a fighter with a spark of holiness in her.)



==CUSTOM REGENTS, TALINIE==

Siobahn Riedhie; the goodly Haelyn priest

Gender: Female
Race: Anuirean
Class: Priest 3

Alignment: Lawful Good?
Armor: Leather Armor
Weapon: Dagger?

Strength: 9
Intelligence: 13
Dexterity: 10
Wisdom: 17
Constitution: 11
Charisma: 16
HP: 18

Derivation: Anduiras, Minor
Grade: 21
Blood Abilities: Bloodmark, Courage, Resistance

Realm Spells: As Priest 3
Spells: As Priest 3
Items: ??

Recommended Appearance: Caped Crone

Loyal servant of both Haelyn and Talinie, Siobhan is a deeply devoted 
priest of Haelyn who recognized her calling early. Regardless of her 
faith, however, she assists Talinie as a whole, having served in 
Talinie's infantry prior.

Siobahn's weaker than Thuriene, who's already lacking a bit herself.


Murdoc Sanford Myles; bitter guilder

Gender: Male
Race: Anuirean?
Class: Thief 4

Alignment: Chaotic Evil
Armor: Leather Armor
Weapon: Short Sword or Dagger

Strength: 12
Intelligence: 10
Dexterity: 17
Wisdom: 6
Constitution: 12
Charisma: 9
HP: 30

Derivation: Anduiras, Minor
Grade: 9
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Goateed Guilder

An unpleasant, jealous man who resents the position of his distant 
relation, Thuriene. A willing, functional servant of bigger fish 
amongst the guilds north of Talinie, much to the displeasure of those 
who desire less intense foresting in the realm.

Murdoc's a wuss with a pathetic Bloodline. Use him if you want a 
challenge, I guess.


Anphelan Halloravant; sarcastic opportunist

Gender: Male
Race: Anuirean?
Class: Thief 4

Alignment: True Neutral?
Armor: Leather Armor
Weapon: Short Sword or Dagger

Strength: 11
Intelligence: 11
Dexterity: 15
Wisdom: 8
Constitution: 13
Charisma: 8
HP: 25

Derivation: Anduiras, Minor
Grade: 18
Blood Abilities: None

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Bearded Swashbuckler

A bit of an arrogant ass who's almost never seen without his pipe, 
Anphelan is as much of a puppet as Murdoc, but for a guild somewhere in 
Rjurik lands. The two work in opposition to Thuriene in order to make 
her life that much harder.

Anphelan's somewhat better than Murdoc, but not by much. Talinie's 
current regents are much better.



==CUSTOM REGENTS, TUARHIEVEL==

Savane Mhoried; stand-in in a strange land

Gender: Female
Race: Anuirean
Class: Ranger 4

Alignment: True Neutral?
Armor: Banded Mail or Splint Mail
Weapon: Broad Sword

Strength: 13
Intelligence: 17
Dexterity: 17
Wisdom: 17
Constitution: 17
Charisma: 15
HP: 34

Derivation: Vorynn, Major
Grade: 29
Blood Abilities: Enhanced Sense

Realm Spells: As Ranger 4
Spells: As Ranger 4
Items: ??

Recommended Appearance: Blonde Thief

As a human, her position on the Thorn Throne is precarious; though the 
Throne accepted her, much of the realm views her with great suspicion. 
Pregnant with Fhileraene's child, she continues to act until either the 
child or born or the kidnapped Fhileraene is recovered.

Savane lacks the Temples to make use of her power properly, and she's 
weaker in many areas than either Fhileraene and Llytha. A challenging 
regent to use in a realm that already has its fair share of problems.


Black Princess; scorned women make fearsome awnsheghlien

Gender: Female
Race: Anuirean? Awnshegh
Class: Fighter 10/Wizard 10

Alignment: True Neutral?
Armor: Recommend Full Plate to better match original armor equipment.
Weapon: Broad Sword

Strength: 16
Intelligence: 18
Dexterity: 17
Wisdom: 18
Constitution: 17
Charisma: 19
HP: 104

Derivation: Azrai, Great
Grade: 56
Blood Abilities: Battlewise, Enhanced Sense, Heightened Ability, Iron Will,
 Travel

Realm Spells: ??
Spells: ??
Items: Recommend Cloak of Protection, Gauntlets of Dexterity,
 Ring of Protection, and relevant Ioun Stones (Deep Red, Dusty Rose) to 
 better match original armor equipment.

Recommended Appearance: Armored Warrioress

Tara was the Gorgon's first wife, who was coerced into becoming 
Raesene's companion by magical means. Acts as a personal confidante to 
Savane. Does not care that her presence in Tuarhievel is suspect, 
though whether that's out of some classic awnshegh arrogance or whether 
she's actually planning something is unknown.

Depending on what you feel like giving her at the start, the Black 
Princess could easily turn Tuarhievel's fortunes around. Even without 
any Realm magic, she's sporting ridiculous AC, HP, and Blood Abilities 
such that she's much like Danita, Rhuobhe, and other Awnsheghlien in 
being able to solo a large number of quests on her own. She's also 
carrying around a 56 Bloodline Grade, easily Fhil’s match!


Rhuandice Tuarlachiem; leader of the resident racists

Gender: Female
Race: Elf
Class: Fighter 9

Alignment: Chaotic?
Armor: Chain Mail
Weapon: Broad Sword

Strength: 13
Intelligence: 17
Dexterity: 17
Wisdom: 17
Constitution: 17
Charisma: 15
HP: 34

Derivation: Basaia, Great
Grade: 56
Blood Abilities: Heightened Ability, Resistance

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Female Elf

As the head of House Tuarlachiem, she leads those elves who despise 
humans, desiring to hunt them down and drive them out of Tuarhievel. 
Incredibly displeased with Savane's position on the Thorn Throne.

Rhuandice possibly brings even less to the table than Savane. Her 
Equipment isn't all that impressive, and her powerful Bloodline Grade 
only outdoes Fhil's by one point.


Rhuimach Taeline; persona non grata of Tuarhievel

Gender: Male
Race: Half-Elf
Class: Ranger 6

Alignment: Chaotic Good?
Armor: Chain Mail
Weapon: Two-Handed Bastard Sword

Strength: 15
Intelligence: 15
Dexterity: 17
Wisdom: 16
Constitution: 17
Charisma: 14
HP: 54

Derivation: Reynir, Major
Grade: 30
Blood Abilities: Enhanced Sense

Realm Spells: As Ranger 6
Spells: As Ranger 6
Items: ??

Recommended Appearance: Elf with Dreads

A half-elf who was cast out of Tuarhievel because he was accused of a 
Murder he didn't commit. Works as an advisor to Savane. Formerly of 
Tuarlachiem.

Somewhat more useful than Savane, but again, there are no Temples for 
him to take advantage of and he's not a very good alternative to Llytha 
or Fhil.



==CUSTOM REGENTS, TUORNEN==

Gilgaed Flaertes; brain-addled former regent

Gender: Male
Class: Fighter 5

Alignment: Neutral Good?
Armor: ??
Weapon: ??

Strength: 6
Intelligence: 5
Dexterity: 14
Wisdom: 12
Constitution: 8
Charisma: 9
HP: 24

Derivation: Brenna, Minor
Grade: 33
Blood Abilities: ??

Realm Spells: N/A
Spells: N/A
Items: ??

Recommended Appearance: Bearded Swashbuckler

The previous ruler of Tuornen before Laela, Gilgaed ceded power due to 
a progressing condition of frailty, advanced by the mysterious and 
unresolved death of his wife.

Might be funny to play a brain-addled man? Otherwise, keep Laela and
Braedonnal.


Maeve; crazy wandering witch

Gender: Female
Class: Wizard 9

Alignment: Chaotic Neutral?
Armor: None
Weapon: Quarterstaff?

Strength: 15
Intelligence: 17
Dexterity: 10
Wisdom: 16
Constitution: 15
Charisma: 9
HP: 22

Derivation: Vorynn, Major
Grade: 36
Blood Abilities: Enhanced Sense, Travel

Realm Spells: ??
Spells: ??
Items: ??

Recommended Appearance: Young Caped Lady or Caped Crone

A witch of unknown origin and motive who keeps to Monsedge province, 
the people of Tuornen are unsure whether to treat her as a potential 
savior or a hazard to be avoided.

"Mad Maeve" is a high-level Wizard! Depending on what you give her as 
spells, she may be a great asset to Tuornen.


Kerran Pechalinn, Male Anuirean, Fighter 4, Anduiras Tainted 10, ??
 (Head of House Pechalinn. Possibly on his deathbed.)

Regan Pechalinn, Female Anuirean, Figher 3, Anduiras Tainted 7, ??
 (Daughters of Kerran Pechalinn. Often gets into arguments with her 
 husband, to the amusement of those in Pechalinn province.)

Merraele Haesrien, Female Anuirean, Thief 7, Vorynn Minor 18, ??
 (Ambassador to Alamie, spy for Tuornen.)

Bramma Elevesnemiere, Male Anuirean, Fighter 1, Azrai Minor 22, ??
 (Head of House Elevesnemiere. Master of intrigue.)

Erin Hunter, Female Anuirean, Ranger 3, Azrai Minor 19, ??
 (Niece of Bramma. Presumably also a master of intrigue.)

Nabhriene Children, Female/Male Anuirean, Thief 1-2, Brenna Minor 1-7, ??
 (The seven children of Rissa Nabhriene. Make up something for their 
 stats.)

Jaedime Tuor, Female Anuirean, Thief 3, Brenna Minor 16, ??
 (Head of House Tuor. Woman of exceedingly high-class standing.)



==CUSTOM REGENTS, OTHER==


According to canon, these are wandering people who might be interesting 
to use as secondary, hirable lieutenants, if not full-on regents for 
whatever realm you choose to use.


Shaemes Lavalier; people's avenger

Gender: Male
Race: Vos
Class: Paladin 8

Alignment: Lawful Good
Armor: Leather Armor
Weapon: Two-Hand Spear

Strength: 18
Intelligence: 13
Dexterity: 16
Wisdom: 13
Constitution: 14
Charisma: 9
HP: 47

Derivation: Reynir, Minor
Grade: 20
Blood Abilities: None

Realm Spells: N/A
Spells: ??
Items: ??

Recommended Appearance: Youth in Armor

Taken from The Gorgon's Alliance Help Files:
"Shaemes was born in Ghoere but reared in Mhoried, where he learned the 
ways of the forest. A Guardian of the Mhor for a time, he decided to 
travel when his service ended.

First he journeyed to Ghoere to visit his father. While he was there, a 
petty noble and his retinue decided that the Lavalier farm had not paid 
enough taxes and determined to levy a tribute. Giving him a spear 
handed down through generations, Shaemes’s father told him to teach the 
baronet a lesson.

The retainers were setting fire to the farm’s outbuildings when Shaemes 
fought his way to the nobleman. As he drove the spear through the 
baronet’s heart, he saw the glowing life force flow from the dying man 
and into himself! The infusion of noble blood awakened a tainted 
bloodline in Shaemes -- he knew the spear was powerful beyond 
imagining. Finding his father dead in the house, killed by the 
nobleman’s rabble, he left the burning farm behind. Now he travels 
Anuire, slaying other unfit regents."

Shaemes is a Paladin, which means he'll have good HP growth and has 
some method of healing himself. His Bloodline is... passable. This 
wandering man-of-the-people could be fun to use, though Teodor might be 
better unless you enjoy Shaemes' background more or something.


Teodor Profiev; the Awnshegh hunter

Gender: Male
Race: Vos
Class: Paladin 8

Alignment: Lawful Good
Armor: Scale Mail
Weapon: Two-Handed Sword

Strength: 18
Intelligence: 12
Dexterity: 15
Wisdom: 14
Constitution: 15
Charisma: 17
HP: 62

Derivation: Azrai, Major
Grade: 24
Blood Abilities: Resistance

Realm Spells: ??
Spells: ??
Items: ??

Recommended Appearance: Horned Warrior

Taken from The Gorgon's Alliance Help Files:
"The pale, black-haired Teodor Profiev is a true rarity among the Vos: 
a paladin of a god his people don’t worship. He has devoted his life to 
slaying awnsheghlien, and his travels have carried him across Cerilia 
to Anuire.

Only Teodor knows his reasons for hunting awnsheghlien, and he’s 
characteristically silent on the matter. Perhaps he saw his family 
slaughtered by a traveling abomination, or perhaps he simply wants to 
express his hatred of his own bloodline of Azrai. (Some call Profiev a 
direct descendant of the Raven.) Regardless, he always proves a 
terrible foe.

The paladin is not fool enough to confront an awnshegh as powerful as 
the Spider or the Elf now, but he is building up his power. One day, 
he’ll seek awnsheghlien previously beyond his reach -- and woe to them 
then."

Teodor's high HP and healing ability can make him VERY useful for 
Adventures, and his Bloodline's not bad either. As a Paladin, he'll 
have a good HP growth as well.


Nadia Vasily; the traveling ice queen

Gender: Female
Race: Vos
Class: Priest 8

Alignment: Lawful Evil
Armor: Chain Mail
Weapon: Footman's Mace or Horseman's Mace

Strength: 14
Intelligence: 14
Dexterity: 14
Wisdom: 16
Constitution: 12
Charisma: 16
HP: 43

Derivation: Azrai, Major
Grade: 31
Blood Abilities: Travel

Realm Spells: ??
Spells: ??
Items: ??

Recommended Appearance: Young Caped Lady

Taken from The Gorgon's Alliance Help Files:
"The beautiful Nadia Vasily always dresses entirely in white and black, 
which sets off her raven hair and her snow-pale skin. She travels 
through Anuire seeking something, leaving cold death in her wake when 
she can not find what she needs.

It is said that Nadia seeks to kill Teodor Profiev. The tales told in 
the taverns of the North say that he spurned her suit and rejected 
Kriesha, her goddess, to follow Haelyn, and that she now hunts him to 
make him pay for this slight. It is also told that she was sent by the 
awnshegh Raven to rein in this destructive "son of Azrai," to bring him 
back that he might become the Raven’s second-in-command and realize his 
full nature.

Men can not seem to resist her lures, though she is plainly 
uninterested in them. All of them seem to think that they will be the 
ones to tame her and bring her under control; their corpses are usually 
found with blue lips and horror etched on their frosted features.

Nadia is cold and unfriendly, and even her words seem to carry a blast 
of arctic air. She tends to avoid populated areas, and so her fame 
remains chiefly in rural areas."

The one thing that makes Nadia interesting is her Blood Ability, 
Travel. A free Teleport can be a good way of completing some 
Adventures. She's also got a solid Bloodline strength and she's a 
Priest; healing and Turn Undead is always useful.



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|11. Adventuring                                          {birthadv}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



When it comes to adventuring, there are a few things to keep in mind:

1) Main regents will revive if they perish during an Adventure. Unless 
they're INCREDIBLY squishy, don't worry about them taking so much 
damage unless it'll result in a situation that causes the death of your 
entire party.

2) Bring Healers; if you're not familiar with an Adventure, you might 
find yourself in plenty of instances where you take damage.

3) Make sure you have a method of lighting up dungeons; they can be 
incredibly dark which makes it difficult to find items. Someone with 
Continual Light (or Light, if you don't have someone high enough level) 
or the version of Enhanced Sense that imitates Continual Light can be 
very handy for this.

4) Damage taken from a fall doesn't trigger for members of your party 
until they move in the same area where the Leader took that damage... 
If you keep moving, in other words. If you see a member of your party 
is about to die, consider stopping and then immediately exiting the 
Adventure if you forgot to save. This is useful if you're trying to 
avoid any kind of killing blows, actually, since you can exit 
Adventures at any time.

5) Bring Fly or Levitate; some areas that would be otherwise 
impassable, or some quests which can be passed easily with just these 
two spells, make them invaluable to have for a great number of 
Adventures.

6) Bring Knock; sometimes it's easy to get lost and be unable to find 
important keys or cubes for opening doors. Knock will open most of 
them, usually being thwarted only by doors that require a switch to 
open them.

7) Try to acquire the Hammer of Thunder; this item will allow you to 
constantly throw out lightning bolts with impugnity, possessing no 
limit to the amount you can hurl at any time. The Hammer is even 
useful, to an extent, in army battles.

8) Bring Flesh to Stone for the Gorgon; if you happen to be in an 
Adventure where you expect to run into him, this is the one attack that 
will stop him in his tracks.



Be on the lookout for these powerful, general-purpose items to make your 
life easier:

~THE EMPEROR'S CROWN
 Virtually a requirement for regents with weak/near-nonexistant 
 Bloodlines, reloading the game until you receive the Brak-Nor Castle  
 quest in order to acquire this item is highly recommended. It will 
 give virtually anyone a functional Bloodline, and give those who 
 already possess a strong Bloodline.

~STATE CROWN OF ANUIRE
 An even stronger Bloodline-boosting item than the Emperor's Crown, 
 this thing will skyrocket even a Tainted Bloodline to incredibly 
 powerful levels, turning RP into a virtual nonfactor, and makes Rule 
 actions a very simple affair.

~CROWN OF COMMAND
 A free Domain Action every turn has its obvious uses, but the most 
 useful is that it allows declarations of war without allowing enemies 
 to move.

~FARID'S COFFER OF THE REALM
 An early boon to your treasury, the Coffer will be a useful way of 
 producing money at an increasing pace and doing plenty of good in 
 helping you gain a large army.

~GAVELON'S STAFF OF PROSPERITY
 The equivalent of casting permanent Bless Land on all your provinces, 
 it will ensure that every one of your tax rolls will reach the maximum 
 possible. On average, this is the equivalent of DOUBLING your income, 
 thereby virtually doubling the maximum allowed maintenance you can 
 have for your army. The difficulty of this quest is also one of the 
 most criminally easy, as all you need is someone with Jump, Levitate, 
 or Fly, and simply go up to the area where the Prince is being held 
 from the initial castle grounds.

~HAMMER OF THUNDER
 As stated before, this item will allow you to sling bolts of damage 
 that can reach up to the double digits, and can be used an infinite 
 number of times in either Adventures or Army Battles-- though it is 
 somewhat unreliable for the latter. Still, it can be spammed quickly 
 and repeatedly, and can be a great crutch in passing other Adventures.


===LIST OF ADVENTURES===

Ruidewash Keep (DIFFICULTY: 1) [BEGINNER TUTORIAL ONLY]
 "Ruidewash Keep is a tiny holding in the province of Ruidewash. Its
  existence would be inconsequential, if it were not for the Regalia of
  Empire hidden deep within. A band of goblins somehow managed to take
  the keep under cover of darkness, giving rise to the notion that they
  were supported by an outside force. The majority of goblins have gone
  out raiding the countryside, making a perfect opportunity for a raid
  of your own."

 Quest Reward: REGALIA OF THE EMPIRE
  Grants a +25% chance to succeed on an Investiture action, if in your
  inventory.

 ~~Strategy~~
  Just follow the tutorial's instructions until you complete the quest.
  Be sure to look around for goodies like extra Potions of Flying and
  secret areas with treasure in them. Because the Beginner Tutorial is
  in a Beginner game though, the bonus from REGALIA OF THE EMPIRE does
  little for you. You'll have to resave the game through the Scenario
  Editor if you want to use it properly.


Brak-Nor Castle (DIFFICULTY: 1)
 "The plush opulence of an imperial hunting estate has been plunged
  into the decadent evil of a cult dedicated to the worship of the dark
  god Azrai. Its once opulent halls are now populated by evil acolytes
  and their brutal bodyguards. The dark and pernicious priests have
  rededicated this place. Where once a man could challenge nature in an
  honorable test of skills, there is now a place where unnatural beasts
  mock honor and the codes of a warrior. In the depths of the keep lies
  the stolen Emperor's Crown, its legendary power fueling the
  malignant plans of these worhippers of evil."

 Quest Reward: EMPEROR'S CROWN
  Grants 30 Bloodline Points to a character if in their inventory.

 ~~Strategy~~
  Keep heading forward until you hit a wall, then turn right.
  You'll have to fight off goblins. After that, head forward then turn
  left, fight off some more goblins, and then turn left again. Take the 
  first right. You will see an area with a pit you can fall in; if you 
  don't have Levitate or Fly, fall in there and grab the Potion of
  Flying. Then, go right from where you fell in. Find the switch to
  open the door, and you'll find a key in there. You can choose to 
  fight the Goblin Zombies if you want. Then, go back out to the pit
  and head through the one pathway you haven't explored yet, and you
  will find a door covered in demon faces to the right. Open it, and
  you will find two keys. Then, backtrack to where you fough the second 
  group of Goblins to find a door similar to the one to the room where 
  you found those keys in. Defeat the ogres inside; the central 
  platform will then lower, allowing you to pick up the Emperor's 
  Crown. It will raise eventually, allowing you to pick up the treasure
  on the surrounding pillars.


Black Stone (DIFFICULTY: 1)
 "Forbidding Black Stone castle is where Farid's Coffer of the Realm
  now lies. Just outside the capital city of Seasedge, it is the royal
  castle and heavily protected by well-trained guards. Fashioned from
  ebony granite, the dark keep is grounded on a tall windlashed crag,
  which it shares with the ruins of many older fortifications. The
  antique structures erode away under the constant onslaught of time,
  seemingly a haphazard jumble of debris crowning the grass covered
  hill."

 Quest Reward: FARID'S COFFER OF THE REALM
  Provides both +5% of the existing treasury in GB AND 1-20 extra GB in 
  addition to regular income per turn.

 ~~Strategy~~
  First, kill the two guards that go after you. You can go into the
  stables on the left side if you'd like for some treasure on the side,
  but you'll have to fight two more guards. Once you're done with that,
  go back out and then head further into Black Stone. There'll be three
  enemies in this area; kill them as well. Head left. You'll see two 
  more axe-bearing guards. Kill them and then go through the pathway 
  they were guarding. You'll see trees, more axemen, a building to the 
  right, and stairs down in this area. Enter the throne room, kill the
  guards, and go to the left corner. There'll be stairs down, leading
  to more guards, and a Silver Key in one of the rooms. Take it. Go
  back up to the the throne room, exit it, and turn right. There'll be
  a door to stairs leading up. Fight more guards; once you've disposed
  of them, you'll see a door that needs the White Key. Ignore it for
  now, unless you have Knock; take the stairs to the right of it. Go
  left, down the hall, and then left again. There will be another guard
  here, and a door that needs the Silver Key. Once through it, you'll
  find the White Key and a Potion of Invulnerability, the latter of
  which can be useful against bosses like Rhuobhe in later missions.
  Take them, and return to the door that needs the White Key. After
  you've entered it, you'll find yourself in a bedroom with a door on
  the right wall. Go through it, and then open up the secret door on 
  the part of the wall with a snake's head on it. Inside will be two
  axemen and the Coffer; you don't need to kill the axemen, you can
  merely inch forward and then take it without a fight.


Braeme (DIFFICULTY: 1)
 "The Temple of the Ninth Spell, within the city of Braeme, is being
  stalked by an invisible creature which preys on the life forces of
  its inhabitants. Patriarch Altaweir knows that somewhere within the
  temple is the Sielshegh Gem which must be what lured the creature.
  Being a temple dedicated to the moon and shadow, the place has many 
  illusions. Though the method is unknown, the invisible creature has
  somehow learned of the call for aid and now haunts the temple waiting
  for any who dare to enter."

 Quest Reward: SIELSHEGH GEM
  Grants 10 Bloodline Points to a character if in their inventory.

 ~~Strategy~~
  I really do not recommend doing this quest without Knock, so bring it
  with you; this is due to the rather annoying deathtraps in this
  stage. Enter the Temple and fight off the Goblins. Go up the stairs
  to the left, fight off another Goblin, and then use Knock on the
  door. There will be another Goblin to fight; kill him, and then go 
  down the stairs. Take the first right, and then go right again down
  more stairs, and then turn left. There will be a Goblin Zombie with
  a Potion of Extra Healing sitting on a table and a way to the right
  when you turn into the room. Kill the Goblin Zombie, and then look
  at the way to the right. There will probably be a pathway to a
  treasure room, with a gap in-between. Go close to the gap and then
  wait; a floor will lift up allowing you to cross into the treasure
  room. Once inside, there will be treasure, including the Gem you're
  after... but also a Spectre, whom you'll have to fight. It's rather
  tough and hits hard, so prepare accordingly.


Elfwash Keep (DIFFICULTY: 1)
 "This small border castle in the province of Redoubt is occupied by
  Rhuobhe Manslayer's troops. It's said that his Lieutenant, Nhoun the
  Elf, stalks anyone who dares enter his fortress of twisted tunnels.
  Many have ventured underground to see if the rumor of the legendary
  artifact, Dierdrien's Ring, being on the premises holds true. None
  have returned."

 Quest Reward: DIERDRIEN'S RING
  Can create a Ley Line as a special free action per turn, not using up 
  your three standard actions. This free action is separate from the
  free action granted by the CROWN OF COMMAND.

 ~~Strategy~~
  It's utterly trivial reaching Dierdrien's Ring if you've got Knock.
  Simply find the stairs to get up to the walls of Elfwash Keep, and
  try to jump onto the roof of the center structure. From there, you
  can reach the door into the main tower. It'll be locked; behind it is
  Nhoun, who can be a rather tough opponent that's difficult to hit
  since he has an AC of 0. Defeat him and claim Dierdrien's Ring, along
  with the Libram of Silver Magic if you happen to have a good-aligned
  Wizard.


Rose Palace (DIFFICULTY: 1)
 "The Rose Palace is a granite castle sitting atop Thane's Hill. Somber
  and forbidding, it is surrounded by the twelve famous Yearlong
  Gardens. The reddish hue of thes tructure lends the keep its name.
  Many dark and almost unbelievable rumors tell of how it came to
  possess its crimson shade, but for certain it is a place that must be
  seen to be believed. Danica's Crystal of Scrying is hidden somewhere
  in this heavily guarded fortress."

 Quest Reward: DANICA'S CRYSTAL/SCRYING
  Reveals all hidden troops on the overworld map.

 ~~Strategy~~
  Another trivial quest if you have Knock. When you first start the
  Adventure, you might be able to see stairs on the right side of the
  main stairs leading into the front entrance. Go up them; you'll 
  probably have to fight guards here. Afterwards, you'll see another,
  smaller set of stairs leading to an alternative entrance into the
  Rose Palace. You will see a hallway, with two doors on the right.
  Go past them, and then go right into a room with a guard and a Potion
  of Healing on a table with three chairs. To the right of that is a
  door that opens with a Stone Key. Open it with Knock; the Crystal 
  will be inside.


Castle Haes (DIFFICULTY: 1)
 "Haes is the second oldest city in all Tuornen and serves as the
  domain's heart of culture, commerce, and government. Even before the
  break with Alamie, Haes had begun to outstrip her sister city
  (Lofton, across the border) in size, population, commerce, and
  grandeur. Now its tall river walls stand pocked with decades of scars
  from catapulted stones. In Baron Hastur's nearby castle, a crazed
  madman stalks the halls, maiming all who dare approach close enough
  to possibly gain control of the Torc of Splendor. The cries of the
  weak and inexperienced ringing from the battered keep throw a pall
  over the surrounding countryside."

 Quest Reward: TORC OF SPLENDOR
  Grants a Charisma stat of 18 to a character, if in their inventory
  and if they don't already have a higher Charisma.

 ~~Strategy~~
  All you need is Levitate or Fly for this. To the left you will see a
  wall on which an Elf Guard is patrolling. Get on it, and then kill 
  him. On the northernmost side of the wall, you can jump down onto a
  a balcony with a ladder leading up to that wall, as well as a pathway
  down. Take that pathway and fight the Wizard boss; the TORC OF 
  SPELNDOR will be inside.


Barrow Hill (DIFFICULTY: 2)
 "Barrow Hill is the dark and moldering burial mound of the reclusive
  elf wizard, Delwyheinn. This tomb has lain undiscovered for many
  centuries. It is believed that the tunnels of this dire barrow are
  stalked by wraiths and zombies, the twisted remnants of Delwyheinn's
  dark experiments with life magics. The enraged creatures prowling the
  shadowy tunnels seek to satiate their grievous hatred and hunger for
  the living, as well as protect the magical Ring of Wizardy. Reputedly
  there is a sealed inner chamber in which the wizard's faded lich form
  sleeps, guarding the remnants of his library of magical data in the
  dark confines of the decaying warren."

 Quest Reward: RING OF WIZARDRY
  Doubles the number of castable spells on an Adventure for every Level 
  of spell.

 ~~Strategy~~
  As tends to be the case with these Adventures, this is made easier so
  long as you manage to bring Levitate/Fly with you. The graveyard is 
  being patrolled by a Gargoyle, a Harpy, and an Ankheg. The latter can 
  be a hard-hitting opponent; be prepared for this battle and take them 
  out before they can do too much damage, though be sure to save 
  spells. Take the stairs down, and you'll end up in a cavernous area. 
  Don't take the left and right path, but the one immediately in front 
  of you. Then, take the right at the fork. You will soon be on a cliff 
  overlooking lava, with a door on the far end. This is where Levitate 
  or Fly comes in; go over to that cliff. The door won't be locked, and
  there'll be a room inside with a switch on the left wall that opens
  a pathway into another room. Be ready for the Wraith inside; take all
  spellbooks as well as the Ring, and be mindful of the lava pits.


Lofton (DIFFICULTY: 2)
 "A minor baron in the province of Deseirain plots with the King of
  Alamie. These greedy and mean spirited men plan to expand their lands
  with troops being secretly raised and schooled for war. Within
  Lofton is rumored to be a staff, a device of travel that would
  greatly facilitate control of a conquering army. It is said that the
  secret to obtaining the staff lies hidden in the dungeons.

  A legacy of mystery and plots have filled the castle with locked
  doors and rumors of secret panels that are no longer remembered. Some
  of these doors hide useful amulets and other items that may help
  unseal the forgotten places."

 Quest Reward: STAFF OF TRANSPORT
  Reduces the cost of Transport (Realm Spell) to a much-lowered amount.

 ~~Strategy~~
  Bring Knock with you. Once you go through the gate, you will see a
  well along with a number of guards. You can choose to fight the
  guards, or jump down the well and avoid them. You (usually) won't
  suffer any fall damage, and you'll end up in Lofton's dungeons.
  Go forward, and then turn right. There will be two ways; one leads
  to some potions and a key, including a Potion of Fire Resistance.
  Take that Potion of Fire Resistance; you'll need it against the boss 
  of this stage. Through the other path is a line of lava; try to hug
  the sides in order to avoid damage, and if you fall, jump out onto
  the other side ASAP. Once you're past that, round the corner and take
  the first left. Round THAT corner and take a left again. You will end
  up in a tiny hall where the right side is a dead end with an 
  unfinished, but telling note about the enemies of these caverns.
  Once you're done reading it, go left. Eventually you will get past
  the zig-zagging areas and see a line of acid. Go past it and open the
  door on the other side with Knock (if you didn't pick up the key from
  before). Follow the path on the other end until you find a door.
  Open it, and you'll see another pit of lava lining the hall. Past it
  is a Zombie, a Skeleton, and another pit of fire with stepping stones
  for getting past it. Cross this path into the next room. Immediately
  to the right is a room filled with Hellhounds; they are EXTREMELY
  tough, so if you don't come equipped or if you don't use your Potion
  of Fire Resistance you may incur a LOT of damage fighting them. It
  might be worth it just to grab the -3 AC Cloak of Protection. Once
  you are done with them, or if you decide they're not worth the
  trouble, go take the left path from when you first crossed the
  hallway of lava. You will immediately see still more lava, past which
  is a minor fork with a dead end to the left that has a Potion of 
  Extra Healing. Go right after you've picked it up and you will end
  up in a room that seemingly is a dead end. There is a panel covered
  in markings, similar to the one covering the secret room previously.
  Simply move through it; you will pass through a small room and out
  into a room with a note, a door on the left side, and panels with
  markings you can go through. Attempting to open the door on the left
  side will actually cause the entire wall to lift up, revealing a trio
  of undead. Kill them; behind them will be a door that requires a Blue
  Gem to open. Get through it; you will be in a room that contains
  the Staff... along with a duo of Hellhounds. Hope you saved that
  Potion of Fire Resistance. 


Bindier (DIFFICULTY: 2)
 "You are on your way to a small, sturdy fortress well outside of
  Bindier where a bold thief and his vicious mercenaries, having stolen
  the Banner of Roele from the royal armories, have taken refuge. The
  sounds of their revelry flood the surrounding countryside on the many
  rainy nights. None know if he is backed by another regent; however,
  it is known that this is indeed the sanctuary of the lucky looter."

 Quest Reward: BANNER OF ROELE
  Your human troops will not be routed on the battlefield if the
  character possessing this is present.

 ~~Strategy~~
  Bindier is extraordinarily simple with Knock. Head into the fortress;
  there will be Goblin Guards inside to greet you. Defeat them, then
  go past the red carpet into a part of the hall that has two sets of
  stairs opposite from each other. The left one will lead into a white
  marble room with two Dwarven Guards inside. Kill them; once you're
  done, you'll see a pathway to the right leading to some stairs which
  reach down to a door that requires the Red Key. Use Knock on it; the
  Banner will be inside, along with gold on top of pedestals.


Caerlinien (DIFFICULTY: 2)
 "Caerlinien, the capital city of Cariele, is home to the castle of the
  current ruler. The regent spends almost all his idle time and money
  overseeing the expansion of the royal castle. Royal vanity is
  reflected through his luxurious palace. The elaborate castle itself
  is guarded by soldiers and the regent's own powerful magics. Many of
  his treasures, including Barazad's Tools, are hidden away, only to be
  viewed by a few."

 Quest Reward: BARAZAD'S TOOLS
  The cost to build anything is reduced by -25%.

 ~~Strategy~~
  Easily one of the more confusing Adventures, if only because 
  Caerlinien is massive. Save yourself some anguish by bringing Knock.
  Enter the building, and go left at the fork that immediately greets
  you. Keep going down the hall until you reach the first possible
  right; you should find a kitchen of sorts with an Elf Guard, and
  behind him is a fireplace. Kill the guard and hop through the
  fireplace into the area on the other side. You'll end up in a room
  with a door on each side leading to other rooms, and a locked door
  down the middle that requires a Blue Key. Use Knock to open it, and
  go through. You will find a room that has three Lieutenants; defeat
  them, then take a look at the northern wall. There will be a switch;
  push it and go into the secret room between the green banners. The 
  Tools will be in the small compartment that the switch opened up.


Ruorven (DIFFICULTY: 2)
 "Keirvald Tower, a minor baron's keep, sits outside the capital of
  Coeranys on a river bank surrounded by marshes. The buildings are
  well-built and maintained, but everything fights against the constant
  growth of the greenery. A spawn of the Chimera, who keeps watch over
  Faele's Ring, has somehow found its way into the tower from the
  surrounding swamps. With other malignant swamp spawn and undead, it
  now terrorizes the local villagers. Their despair throws the entire
  region into a dark season of dread. Only the light of your presence
  can possibly free the populace of the troubled region."

 Quest Reward: FAELE'S RING
  Can cast a Realm Spell as a special free action per turn, not using 
  up your three standard actions. This free action is separate from the
  free action granted by the CROWN OF COMMAND.

 ~~Strategy~~
  Another somewhat confusing stage. Bring plenty of uses of Knock along 
  with Levitate/Fly to make life easier. You will find yourself in a 
  guard outpost of sorts; leave it and enter the main structure through 
  the front entrance. You'll encounter plenty of Goblins on your way to 
  the the throne room. Once they've been dispatched, head left from the
  the throne room. Go up the stairs; to the right will be a door that
  needs the Tiny Key. Enter it with Knock and go down the flight of
  stairs. You'll find a Spider to fight. Kill it. There will be another
  Spider in the next room. Crawl through the space and turn left, then
  get on the white panel on the floor. It will teleport you into a
  cavernous area. When you enter the room containing a table with two
  candles, a note, and a copy of Libram Ineffable Damnation, take the
  left door. You will fight two Goblin Zombies; after defeating them,
  keep going. You'll find yourself in a large room with an underground
  river running through the pit at the bottom. Levitate or Fly past it
  to the other side; you may encounter resistance in the form of 
  Harpies and more Goblin Zombies. Once they've been dealt with, you
  will find a door on this side. Be careful; once you open it, you will
  have to fight an Otyugh. These are rather tough, hard-to-hit enemies
  that do high damage and have somewhat high HP. After it's dead, flip
  the first switch from the door on the wall. You will find a corpse,
  accompanied by a bed of hay along with your goal, FAELE'S RING.


Castle Aglondier (DIFFICULTY: 2)
 "Castle Aglondier is an imposing structure, with elevated spires
  rising above city walls. It is home to the ruler of Ilien, Rogr
  Aglondier. Castle Aglondier is ostensibly very plain and simple,
  little more than a tower surrounded by a wall and a few outbuildings.
  But remember, it has been home to a long line of wizards, so there is
  much that does not meet the eye. Inside its plain walls, wall
  hangings often disguise secret doors, and rooms are sometimes twice
  as large inside as they were on the outside. From afar it appears
  quaint, but those who venture near to get a glimpse of the Ioun Fist
  soon find that leaving isn't easy."

 Quest Reward: IOUN FIST
  For the purpose of spells and to-hit calculations, add +2 to the
  levels of all your Classes.

 Secret Item: SWORD OF ROELE
  Grants +10% chance to hit and +2 to attacks with your equipped 
  weapon.

 ~~Strategy~~

 ~~~Secret Item~~~
  In the dark hallway where you fight the Otyugh on the right side,
  there is a secret doorway on the left side that you can open using
  spacebar, revealing a room with three enemies guarding the Sword of
  Roele, surrounded by fire.


Winterroot (DIFFICULTY: 2)
 "A long abandoned elven village lies in the province of Caercas. None
  know exactly why its inhabitants fled, simply that a terrible evil
  befell the village. Over the centuries only the foolishly brave have
  ventured into Winterroot in search of elven treasure, including the
  Ioun Heart. Few ever return."

 Quest Reward: IOUN HEART
  Grants two things:
  *For the purpose of spells and to-hit calculations, add +1 to the
   levels of all your Classes.
  *+1 to all Attribute (Strength, Intelligence, etc.) stats.

 ~~Strategy~~


Stormpoint (DIFFICULTY: 2)
 "Stormpoint is the capital of Taeghas, a small realm on the west coast
  of Anuire. It is ruled by Harald Khorien, a mage of moderate ower 
  whose control of all the sources within his large, but poorly
  populated realm, make him a force to be reckoned with. Khorien really
  has no interest in ruling his kingdom, thus he has agreed to serve
  Prince Darien Avan and keep vigil over the Robes of the Masses.
  Because Stormpoint is the home of a wizard, much strangeness goes on
  in the back rooms. The halls are primarily inhabited by the wizard's
  guards, but there are areas protected by magical creatures. Almost
  all dors are secret, and there are some that are illusionary."

 Quest Reward: ROBES OF THE MASSES
  Grants a +25% chance to succeed on an Agitate action.

 ~~Strategy~~
  Traditionally, you would have to fight through Rhuobhe Manslayer in
  order to complete this quest, but there is a very easy way to get
  the Robe of the Masses, though it'll involve incurring fall damage.
  First off, head forward into the keep. Defeat any Gargoyles and Elves
  who try to fight you, then go left at the fork. Round the corner,
  and then go left again. Then, head right so that you're going north.
  Keep going until you get onto the northern battlement walls outside.
  You may have to fight a Wyvern; they do a lot of damage, so be 
  ready. Once it's dead, look right. You'll see a stained glass window,
  a door, and a grate-covered path. Evidently, you can just go through
  the grate; jump down there. If you don't have Jump, Levitate, Fly, or
  Feather Fall, this is where the "jump damage" part comes in. When
  you're through the grate, you'll be in a room with a hole in it,
  along with some treasure on a table and in the room to the left.
  In the hole is the ROBE OF THE MASSSES; you'll have to go down there
  to pick it up, potentially incurring even more damage. Easy.


Malentor's Tower (DIFFICULTY: 2)
 "In the heart of a small, but treacherous, range of mountains in
  northern Five Peaks stands a ruined tower atop one mountain. Few
  locals ever venture close to this haunted site, for it is quite
  well-known that any who are about the ruins after dark are rarely
  seen again by the light of day. All that is certain about the
  mysterious tower's history is that it was built before the final
  battle of the gods to be the hunting residence of a powerful official
  from the Impeial capital. What the locals do not know, but I have
  been able to discover, is that the original building still holds the
  Hammer of Thunder, and that its opulent halls are now home to evil
  and powerful creatures, obviously there to find the Hammer. We should
  try to recover the Hammer of Thunder before any powerful force of 
  evil can make use of this mighty weapon."

 Quest Reward: HAMMER OF THUNDER
  Can be hurled as a "spell" that does 6-15 lightning damage. Can also
  be used on the battlefield as an attack if set to your hotkeys.

 ~~Strategy~~


Ansien (DIFFICULTY: 2)
 "Ansien is the capital of Elinie, where Khinasi influence over the
  centuries has had its effect on the imposing royal castle. The brutal
  mass of dark, forbidding stone that typifies the normal Anuirean
  architecture has been replaced by a more elegant and flowing style,
  but a style thatstill is quite capable of protecting its occupants.
  Currently, it is home to many valuable artifacts useful for both war
  and magery. Within the outer ramparts, numerous secret walls and
  rooms create a convoluted maze-like path. There is supposedly a
  hidden trail leading to the treasury rooms where the fabled State
  Crown of Anuire can be found."

 Quest Reward: STATE CROWN OF ANUIRE
  Grants 90 Bloodline Points to a character, if in their inventory.

 ~~Strategy~~
  Go through the gate. Head forward and kill the Royal Guards at the
  front door. Keep heading forward until you reach the throne room, and
  then head right. Go through the door with the lion's head on it.
  Pick up the red key in the room, then jump on the bed and go through
  mural on the back of the bed. It's actually an illusion leading to
  a room with a massive pit. Go down the stairs, and you'll see a part
  where there is gap. Step back and then do a running jump over the
  gap, and then go through the two doors to the right. You may have to
  fight Spiders; kill them and take the blue key. Then, head out and
  towards the opposite end until you see a pit of lava. Quickly brave
  lava pit, make sure your party doesn't remain in it too long by
  moving back and forth on the other side, and then open the door.
  There will be a bunch of Spiders in there; kill them, and then take
  the STATE CROWN OF ANUIRE. 


Caer Callin (DIFFICULTY: 3)
 "In the forested province of Calrie sits a powerful castle dominating
  a small valley. There are known to be secret parts to this 
  weather-beaten castle, parts never discovered by the current ruler's
  men, entire sections that have never been purged of the previous
  king's evil dealings. In fact, it is believed that sealed in the 
  lower dungeons is a powerful fiend who guards the Sceptre of 
  Cuiraecen. If this is true, and the fiend is not destroyed, it may
  manage to break out and extract vengeance for being summoned and then
  sealed away. Its perhaps misplaced wrath may reach even you, 
  Majesty!"

 Quest Reward: SCEPTRE OF CUIRAECEN
  Grants +1 to all attack-related attributes for your army in the
  battlefield.

 ~~Strategy~~


Aerele (DIFFICULTY: 3)
 "Aerele is a port city as well as the capital of glorious Diemed. Caer
  Diem, home to Diemed's warrior baron, Heirl Diem, overlooks the
  walled city of Aerele. Its heavily defended walls protect the most
  canny and cunning strategist in Anuire. This large and enigmatic
  castle is well-known for its complexity and the maze-like qualities
  of its layout. It is even rumored that, after so many centuries and
  so many rebuilds, a series of rooms have been lost and are now sealed
  away from casual entrance. Numerous stout guards watch in the outer
  areas, while deep within the vast stronghold a fiend of great power
  stands deadly vigil over the fabled Regalia of the Empire. The 
  fiend's brooding silence emanates a near palpable feeling of malice."

 Quest Reward: REGALIA OF THE EMPIRE
  Grants a +25% chance to succeed on an Investiture action, if in your
  inventory.

 ~~Strategy~~


Falcon's Roost (DIFFICULTY: 3)
 "Falcon's Roost is the home and laboratory of Caine, the Wizard of
  Endier. His tower rises from the swamp that is fed by no spring, and
  stays warm even in the harshest of winters. The tower is a seemingly
  delicate, slender spire that reaches high into the sky. Its pinnacle
  is at least 200 feet from the ground, and there are no obvious
  entrances to the building. No one knows where Caine got it, and few
  care to brave his legendary, unpredictable temper to ask. But, the
  legend of a mystic Crown of Command draws folks to come and watch the
  tower from a safe distance -- say, a mile or two away."

 Quest Reward: CROWN OF COMMAND
  May perform any action as a free action per turn that doesn't count 
  against the three standard actions, if in your inventory.

 ~~Strategy~~
  Knock, or perhaps a Chime of Opening, can make this a simpler quest
  than it seems. First, go to the smaller structure near the main one.
  There will be Flying Potions on top of that; grab them if you don't
  have some way of lifting yourself up, and then look around the main
  tower until you see the entrance. Go up to it and then enter the
  tower. If you're not interested in searching around for treasure (and
  braving the somewhat dangerous areas around here) just keep going up
  the stairs. Eventually you will reach the top; use Knock to open it,
  and then rush forward to grab the CROWN OF COMMAND before it 
  disappears. If you can't get it in time, kill the Gargoyles and then
  go back to the door. The platform where the CROWN OF COMMAND is 
  located will lift back up again, and you can try to get it this time.


Barrow Mound (DIFFICULTY: 3)
 "Barrow Mound was once a friendly place, but is now partially 
  controlled by the Spider. The lower tunnels are rife with vicious
  giant arachnids and cruel goblin mercenaries. The familiar halls of
  the palace have been transformed into a labyrinth of terror, where in
  the shadows death awaits with many hungry eyes. The Spider King keeps
  reaching into the depths of this maze, so that to find him and gain
  his control means to possess his power and all that he carries with
  him."

 Quest Reward: BRENNA'S FAVOR
  Grants 25 Bloodline Points to a character, if in the character's
  inventory.

 ~~Strategy~~


Gaelin's Keep (DIFFICULTY: 3)
 "A dismal warren lies amongst the hills of Doom's Peak in the Five
  Peaks region. Fierce goblin warriors stand guard over the captive
  noble. Their rancorous laughter and malodorous stench reach any who
  venture near. Throughout the generations the band of goblins has
  amassed a few items of interest along with the person of the young
  noble. With the rescuse of the Prince Endaerel Cathbirn will 
  undoubtedly come other rewards."

 Quest Reward: GAVELON'S STAFF OF PROSPERITY
  Causes a permanent Bless Land (Realm Spell) effect on all provinces
  you own, if in your inventory.

 ~~Strategy~~
  This Adventure is incredibly trivial with possession of either
  Levitate or Fly. Once you go through the gates and onto the castle
  grounds, just fly around until you find the balcony where Prince
  Cathbirn is walking around.


Drak-Mal Castle (DIFFICULTY: 3)
 "The Gorgon's puppets now rule the tattered and grimy splendor of the
  goblin nation's capital city of Drak-mal. The royal gundeons are the
  new home of the goblin's ex-king, Tie'Skar Graecher. Dank, evil and
  heavily patrolled by goblins and the lowest of human mercenaries, the
  lower dungeons are notorious throughout Anuire for their brutality.
  They hold as captive the Goblin King who maintains vigil over the
  Amulet of Inspiration."

 Quest Reward: AMULET OF INSPIRATION
  Grants +1 MORALE to all army units on the battlefield.

 ~~Strategy~~


Kal-Saitharak (DIFFICULTY: 4)
 "Kal-Saitharak is a castle of great power and evil. As the Gorgon's
  home castle, it has been fortified by the Gorgon over the millenia
  and now holds a number of his prized artifacts of power including the
  Chalice of the Dead. The castle sits brooding in the center of his
  domain and has broken many armies who sought to wrest control of the
  north from the Gorgon."

 Quest Reward: CHALICE OF THE DEAD
  Once every domain action, you may muster a single units of Skeletons
  from any province for 1 GB.

 ~~Strategy~~

 ~~Fighting The Gorgon~~
  There are two ways to get to the room where the Gorgon is located;
  get in through the grate in the backyard where four Hellhounds are
  roaming, or through the hall covered in Dwarf Guards. Traditionally,
  you'd make sure your frontline combatant in the forefront is sporting
  a Potion of Invulnerability while the rest of your party wails on it
  with what you have. Be careful, because the Gorgon is immune to
  electrical damage (Hammer of Thunder is useless, for instance). Plan
  accordingly.

  There is a way to cheese the Gorgon from the hall. Once you flip the
  switch and open the door, enter the room and wait for the Gorgon to
  approach you. The very second you engage, immediately Retreat; even
  though you normally can't jump back out of the room without a spell
  or item of some sort, you will immediately flee back into the hall.
  The Gorgon will not be able to chase you; then, attack from the door.
  Because the AI cannot technically attack you when you are in terrain
  so elevated, you can hit the Gorgon even with regular weapon attacks
  and he won't fight back. Even someone with a 5% chance to hit can
  eventually destroy him. Be wary of Hellhounds outside, who the
  Gorgon (or occasionally you) might aggro from the backyard; they can
  go through the grate.


Spirit's End (DIFFICULTY: 4)
 "Like many enchanted locations in Anuire, once a year on the Eve of 
  the Dead, tales tell of the opening of a gate to the Shadow World.
  Vile unliving shadow monsters, and other unpleasant fiends, cross
  over from the dismal world to walk teh lands for a week. Eight days
  later, having caused significant havoc in the realm, the loathsome
  minions are puled back into the Shadow Realms. Occasionally undead
  creatures of great power, and even dead awnsheghlien, are capable of
  resisting the pull of the Shadow World once they have crossed over.
  It is believed that one such spider-like creature is managing to
  maintain an open portal in Spirit's End."

 Quest Reward: VAUBENEL'S BOOK OF FORTIFICATION
  Reduces the cost of the Fortification action, if in your inventory.

 ~~Strategy~~


Tower Ruannoch (DIFFICULTY: 4)
 "The Tower Ruannoch, a tall, blackened spire of wood and ancient
  stone, sits on the banks of pristine Clearwater Lake. Its base is a
  colossal stump surrounded by walls of brambles and thorns. The plants
  seemingly scream in outrage at their forced sentry duty, as the
  twisted shrubs bar any intrusion. The keep can only be reached by a
  small, well protected path leading directly to a portcullis sealing
  the main gate. Inside, detachments of vigilant elven guards walk the
  halls. To defeat Rhuobhe Manslayer is a feat, but direct
  confrontation is not always prudent. The best way to hurt Rhuobhe is
  to deprive him of his favorite possession, the Tome of the Prince."

 Quest Reward: TOME OF THE PRINCE
  Grants a +25% chance to succeed on Contest actions, if in your
  inventory.

 ~~Strategy~~


Spider's Lair (DIFFICULTY: 4)
 "The Spiderfell is a large, dark, maze-like forest made even more
  bewildering by spells of confusion. Its strange twists and turns
  often ensnare the unwary. Along with the many natural dangers here,
  the Spiderfell is host to giant insects and arachnids all loyal to
  the awnshegh known as The Spider. It is believed that deep within the
  Spiderfell are hollowed out tree dwellings, one of which is reported
  to hide the entrance to the root-lined caverns of the dread spider
  king's underground domain. Likewise, it is rumored that within the
  caves lies a lake of acid, around which the mad spider king,
  Tal-Qazar, circles, as if guarding some fabulous treasure. If the
  rumors are true it would be Nappolan's Tome of War. This relic, along
  with some other valuable items scattered throughout the forest, were
  accumulated after years of the Spider's conquests. These are the only
  remnants of those fallen warriors brave enough to have tested the
  Spider's Lair and its awnshegh master."

 Quest Reward: NAPPOLAN'S TOME OF WAR
  Reduces any troop movement costs between provinces.

 ~~Strategy~~



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|a. Special Thanks                                        {birththx}+
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



-To the PSOSB and FD folk who have remained good friends over the 
years.
-To the folks at TSR (Baker, Richard, McComb, and others) for making 
this fascinating setting.
-To the folks at Birthright.net for continuing their dedication to the 
setting.
-To Synergistic and Sierra for their involvement in the making of this 
game.
-To GameFAQs for hosting this.



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

Birthright: The Gorgon's Alliance - Strategy Guide [v 1.02]
By LordKarasuman - 2011