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