PEGASUS PRODUCTIONS P.O. BOX 248, WAYNESVILLE, NC 28786 ALAMAZE =========================================================================== DATE: 01/02/2001 OPENING BALANCE: -312.50 GAME #: 1 ENDING BALANCE: -312.50 TURN #: 0 ACCT #: 2 Philip F. McDowell UR 223 Leatherwood Road Waynesville, NC 28786 YOUR TURN INPUT SHEET FOR THIS TURN MUST BE RECEIVED BY: 01/16/2001 STATUS UPDATE FOR RAIGHNALL URIK KING EARLY SPRING OF YEAR 101, 1ST CYCLE OF MAGIC SECTION I. POLITICAL EVENTS AND STATUS: =========================================================================== ENTITY: RESULT: EMISSARY STATUS AND RESULTS: =========================================================================== RANK NAME BASE & ACTIVITY KING RAIGHNALL THE URIK TOWN AT OV IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. DUKE GOL THE URIK TOWN AT OV IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. BARON ZORUNDA THE URIK TOWN AT AX IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. GOVERNOR GROM THE URIK VILLAGE AT MU IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. AMBASSADOR LINZK THE URIK VILLAGE AT PT IN SYNISVANIA. AWAITING FURTHER ORDERS. ENVOY GINACH THE URIK TOWN AT OV IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. AGENT 4 HYRAXOR THE URIK TOWN AT OV IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. AGENT 1 SHADOW THE URIK TOWN AT OV IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. FANATIC 2 ELUSIVE THE URIK TOWN AT AX IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KING'S INFLUENCE: OUR KING'S INFLUENCE IS CURRENTLY 14 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ URIK REGIONAL SUMMARY =========================================================================== EFFECTIVE CURRENT REACTION CONTROLLING REGION INFLUENCE LEVEL KINGDOM OAKENDELL (1) UNESTABLISHED HOSTILE NA THE NORTHERN MISTS (2) UNESTABLISHED TOLERANT NA THE TALKING MOUNTAINS (3) MINOR HOSTILE NA TORVALE (4) UNESTABLISHED SUSPICIOUS NA AMBERLAND (5) UNESTABLISHED TOLERANT NA THE EASTERN STEPPES (6) MINOR TOLERANT NA RUNNIMEDE (7) UNESTABLISHED SUSPICIOUS NA ARCANIA (8) UNESTABLISHED TOLERANT NA SYNISVANIA (9) MINOR TOLERANT NA THE SOUTHERN SANDS (10) UNESTABLISHED TOLERANT NA =========================================================================== *************************************************************************** THE HIGH COUNCIL DWARVEN ABSTAIN NOMAD ABSTAIN PALADIN ABSTAIN URIK ABSTAIN WESTMEN ABSTAIN ALL OF ALAMAZE AWAITS THE FIRST ISSUE BEFORE THE HIGH COUNCIL *************************************************************************** ============================================================================= ENEMY AND ALLY DECLARATIONS THE FOLLOWING CHART SHOWS WHICH KINGDOMS HAVE DECLARED ALLIES AND ENEMIES.TO SEE THE DECLARATIONS A KINGDOM HAS MADE, READ ACROSS THE ROW STARTING WITH THEIR ABBREVIATION. TO SEE THE DECLARATIONS MADE FOR OR AGAINST A CERTAIN KINGDOM, READ DOWN THE COLUMN UNDERNEATH THEIR ABBREVIATION, AS FOLLOWS: 'A' - DECLARED ALLY ' ' - NEUTRALITY 'E' - DECLARED ENEMY ³BA ³DA ³DR ³DW ³EL ³HA ³NO ³PA ³RA ³SO ³UN ³UR ³WA ³WE ³WI ³ BA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ DA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ DR ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ DW ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ EL ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ HA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ NO ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ PA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ RA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ SO ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ UN ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ UR ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ WA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ WE ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ WI ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³BA ³DA ³DR ³DW ³EL ³HA ³NO ³PA ³RA ³SO ³UN ³UR ³WA ³WE ³WI ³ SECTION II. MILITARY ENCOUNTERS AND REPORT ============================================================================= ============================================================================= ============================================================================= ENTITY: RESULT: ======================================== GROUP STATUS ======================================== *************************************************************************** GROUP: 1st URIK TROOP COMPOSITION: LEADERS: SIZE: DIVISION ARCHERS 1200 GENERAL ULFANG CAVALRY 300 CAPTAIN FENRIS LOCATED: AREA OV INFANTRY 8700 NA REGION : THE EASTERN STEPPES TERRAIN: PLAINS WIZARDS: THE TOWN OF BITTERSWEET IS HERE. GROM (POWER-1) BRIGADES TYPE & NO. NA MORALE: 100% URIK 3 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 11,484 EST. VALUE IN CURRENT TERRAIN: 12,247 *************************************************************************** GROUP: 2nd URIK TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 800 CAPTAIN I OHTAR CAVALRY 200 NA LOCATED: AREA AX INFANTRY 5800 NA REGION : THE TALKING MOUNTAINS TERRAIN: MOUNTAINS WIZARDS: THE TOWN OF PROSPERITY IS HERE. VUL (ADEPT) BRIGADES TYPE & NO. NA MORALE: 100% URIK 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: -20% NA 0 VALUE VS. POPULATION CENTER: 7,030 EST. VALUE IN CURRENT TERRAIN: 5,659 *************************************************************************** GROUP: 3rd URIK TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 800 CAPTAIN SEREG CAVALRY 200 NA LOCATED: AREA MU INFANTRY 5800 NA REGION : THE EASTERN STEPPES TERRAIN: WATER WIZARDS: THE VILLAGE OF SHARK ISLE IS HERE. VOR (ADEPT) BRIGADES TYPE & NO. NA MORALE: 100% URIK 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 6,960 EST. VALUE IN CURRENT TERRAIN: AT SEA *************************************************************************** GROUP: 4th URIK TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 800 CAPTAIN ANGSGAR CAVALRY 200 NA LOCATED: AREA OV INFANTRY 5800 NA REGION : THE EASTERN STEPPES TERRAIN: PLAINS WIZARDS: THE TOWN OF BITTERSWEET IS HERE. NA BRIGADES TYPE & NO. NA MORALE: 100% URIK 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 6,960 EST. VALUE IN CURRENT TERRAIN: 7,455 *************************************************************************** wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww OUR SEAPOWER IS CURRENTLY AT THE FOLLOWING LEVELS: 10 IS THE MAX. # OF FLEETS PER SEA; NAVAL QUALITY RANGES FROM 8 TO A MAX. OF 16 SEA # OF FLEETS NAVAL QUALITY DROWNING 2 8.0 FOREBODING 0 8.0 MYSTERY 0 8.0 TERROR 0 8.0 wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww **** ENCOUNTERS **** ==================== THE FOLLOWING DESCRIBES ALL SITUATIONS INVOLVING AN ENCOUNTER OF WHICH YOUR FORCES ARE AWARE AS OF THE END OF THE TURN. YOU SHOULD GIVE SPECIAL CONSIDERATION TO THESE ENCOUNTERS WHEN PLANNING YOUR NEW ACTIONS. YOUR GROUPS ENCOUNTERED THE FOLLOWING POPULATION CENTERS: REGION AREA BANNER TYPE NAME DEFENSE EASTERN STEPPES OV URIK TOWN BITTERSWEET 10640 TALKING MTNS. AX URIK TOWN PROSPERITY 9030 EASTERN STEPPES MU URIK VILLAGE SHARK ISLE 2325 YOUR GROUPS ENCOUNTERED THE FOLLOWING GROUPS THIS TURN: REGION AREA GROUP I.D. SIZE LEADER YOUR POPULATION CENTERS REPORTED THE PRESENCE OF THE FOLLOWING GROUPS: PC NAME AREA SIZE GROUP I.D. LEADER BITTERSWEET OV DIVISION 1UR GENERAL ULFANG BITTERSWEET OV BRIGADE 4UR CAPTAIN ANGSGAR PROSPERITY AX BRIGADE 2UR CAPTAIN I OHTAR SHARK ISLE MU BRIGADE 3UR CAPTAIN SEREG REGIONAL INTELLIGENCE THE FOLLOWING REPORTS CAME IN FROM PEASANTS IN REGIONS THROUGHOUT OUR REALM CONCERNING THE SIGHTING OF FORIEGN MILITARY GROUPS: REGION GROUP NAME GROUP SIZE SECTION III. ECONOMIC REPORT AND KINGDOM STATUS: =========================================================================== ENTITY: RESULT: PRODUCTION RECEIVED THIS TURN ============================= CURRENT PRODUCTION REG AREA NAME TYPE DEFENSE CENSUS FOOD GOLD OTHER PROJECTED PRODUCTION FOR NEXT TURN ================================== CURRENT PRODUCTION REG AREA NAME TYPE DEFENSE CENSUS FOOD GOLD OTHER 6 OV BITTERSWEET TOWN 10,640 36,750 4,350 9,880 NA 3 AX PROSPERITY TOWN 9,030 22,250 2,610 7,904 NA 9 PT DOGWOOD VILL 2,650 10,800 8,547 2,910 NA 6 MU SHARK ISLE VILL 2,325 15,000 9,163 2,730 NA ------ ------- ------- 84,800 24,670 23,424 ====== ======= ======== ===================================================================== X X OUR CAPITAL IS THE TOWN OF BITTERSWEET. ===================================================================== KINGDOM ECONOMIC REPORT ___________________________________________________________________________ DESCRIPTION FOOD GOLD BEGINNING AMOUNT 25,000 30,000 ADD THIS PERIOD'S PRODUCTION 0 0 RESULTS OF TRADE AND OTHER SOURCES 0 0 ----------- ----------- AMOUNTS AVAILABLE AFTER TRADING 25,000 30,000 ----------- ----------- LESS MILITARY GROUP CONSUMPTION 0 0 ----------- ----------- AVAILABLE AFTER GROUP CONSUMPTION 25,000 30,000 ----------- ----------- AMOUNTS USED EXECUTING ORDERS 0 0 FOOD SPOILAGE 0 0 ----------- ----------- ENDING AMOUNTS 25,000 30,000 =========== =========== SECTION IV. MATTERS COVERT, ESOTERIC AND GENERAL =========================================================================== ENTITY: RESULT: *** SKELETONS *** The following skeletons, if revealed, will have detrimental impact on your influence and on regional reaction in some regions. TYPE CODE DESCRIPTION Major 2829 THE KING HAS FABRICATED SEVERAL STORIES OF HIS PAST VALOR. Minor 5790 THE KING HAS THANATAPHOBIA: HE IS TERRIFIED OF DYING. Minor 8331 THE KING HAS A BLEEDING ULCER WHICH ACTS UP IN CRISIS PERIODS. * PEGASUS * 9/25/00 TO ALL PLAYERS: SHOULD THERE BE A QUESTION OR POSSIBLE PROBLEM CONCERNING YOUR RESULTS PLEASE INCLUDED YOUR GAME NUMBER, YOUR KINGDOM, THE RESULT NUMBER, AND YOUR ACCOUNT NUMBER WITH THE INQUIRY. ALL SUCH INQUIRES NEED TO REACH US ASAP AS THERE MAY BE OTHER KINGDOMS AFFECTED. EFFECTIVE 9/25/00 THERE ARE NO LONGER "MINOR ARTIFACTS"; ALL THAT WERE CONSIDERED MINOR ARTIFACTS ARE NOW INCLUDED IN "KING ARTIFACTS". A KINGDOM MUST HAVE ENOUGH SHIPS IN A SEA TO SUPPORT EXISTING GROUPS AND TO RECEIVE REINFORCEMENTS. EXAMPLE: IF A KINGDOM HAS ONE SHIP IN A SEA WITH AN ACTIVE GROUP (PATROL OR A BRIGADE) AN ADDITIONAL SHIP WILL BE REQUIRED TO RECEIVE REINFORCEMENTS EVEN IF THE REINFORCEMENTS WILL GO INTO AN INACTIVE GROUP. WHILE EXISTING SHIPS CAN BE USED TO TRANSPORT MORE THAN ON GROUP IN A TURN (REFLECTING THE MONTH A TURN REPRESENTS) IT CANNOT BE IN TWO PLACES AT ONE TIME. 7/19/00 TO ALL PLAYERS: WE ARE AGAIN SUGGESTING THAT WIZARD AND LEADER INITIALS ARE USED FOR ALL APPLICABLE ENTRIES. THIS IS TO THE PLAYER'S ADVANTAGE AND AT SOME TIME IN THE FUTURE WILL BE REQUIRED. WE POSSESS THE FOLLOWING ARTIFACTS: SHORT STATUS FULL NAME NAME POSSESSOR TYPE PTS SPIES ON RECONNAISSANCE DISCOVERED THE FOLLOWING: WE ISSUED THE FOLLOWING COMMANDS FOR THE TURN JUST COMPLETED: ORDER# A B C D E F G H I J ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- WE ALSO EXECUTED THE FOLLOWING STANDING ORDERS ORDER# A B C D E F G H I J ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- POWER-1 SPELLS FOR URIK WIZARDS: ALL SPELL LISTS ARE KINGDOM-SPECIFIC. EACH SPELLCASTER MAY CAST ONE SPELL PER TURN. SPELLS CAST COUNT AS ORDERS USED AGAINST THE KING'S INFLUENCE ORDER LIMITATION. EACH SPELL REQUIRES THE SPELL # TO BE PLACED IN THE ORDER # COLUMN OF THE TURN INPUT SHEET, THE GROUP I.D. OF THE WIZARD'S GROUP TO BE PLACED IN COLUMN 'A', AND THE WIZARD'S POWER- LEVEL (EG:'2') OR THE SPECIFIC CASTING WIZARD'S INITIALS TO BE PLACED IN COLUMN 'B'. OTHER COLUMNS MAY NEED TO BE COMPLETED AS DICTATED BY THE SPECIFIC SPELL DESCRIPTION. SPELLS NOT PROPERLY COMPLETED ARE MISCAST AND HAVE NO EFFECT. NAME: STUN LEADER SPELL #: 95 THE WIZARD CASTING THIS SPELL SEEKS TO RENDER THE OPPOSING COMMANDER INEFFECTIVE FOR THE DURATION OF A BATTLE. YOUR GROUP MUST ENGAGE THE TARGET GROUP IN COMBAT FOR THIS SPELL TO BE EFFECTIVE. BASE CHANCE OF SUCCESS IS 100%, * DIFFERENCE IN LEVEL OF ABILITY (GENERAL CONSIDERED EQUAL TO POWER-2 WIZARD FOR THIS PURPOSE). EG: A POWER-1 WIZARD HAS A 33% {100%*(1/3)} OF STUNNING A MARSHAL. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: LIGHTNING ATTACK SPELL #: 102 THE LIGHTNING ATTACK IS THE MOST COMMONLY KNOWN OFFENSIVE BATTLE SPELL. THE SPELL SENDS DOZENS OF LIGHTNING BOLTS SCREAMING THROUGH ENEMY FORMATIONS. THE POWER OF THE ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 500 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: CREATE FOOD SPELL #: 208 WIZARDS IN ALAMAZE CAN CREATE BOUNTIFUL QUANTITIES OF FOOD OUT OF ALMOST ANY ORGANIC SUBSTANCE. IN GAME TERMS, A WIZARD CAN CREATE FOOD EQUAL TO 2000 UNITS * HIS POWER LEVEL (EG: A POWER-3 WIZARD CREATES 6000 FOOD) BY CASTING THIS SPELL. FOOD CREATED IS ADDED TO AVAILABLE QUANTITIES ON HAND. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: LEARN ARTIFACT POWER SPELL #: 796 BY USING THIS SPELL, A WIZARD CAN LEARN WHAT POWERS ARE STORED WITHIN AN POWER-1 SPELLS FOR URIK WIZARDS: ARTIFACT IN HIS KINGDOM'S POSSESSION. INFORMATION LEARNED MAY BE OF A GENERAL NATURE, BUT IT WILL BE SUFFICIENT TO ENABLE THE KING TO KNOW BEST HOW TO UTILIZE THE ARTIFACT. ARTIFACT MUST BE IN THE SAME AREA AS THE WIZARD. PUT THE SHORT NAME OF THE ARTIFACT IN COLUMN "C". ONLY VERY BASIC INFORMATION WILL BE LEARNED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: MAGIC RESEARCH SPELL #: 799 THIS IS THE MEANS BY WHICH A SPELLCASTER ADVANCES HIS POWER. THE WIZARD MUST BE LOCATED IN A KINGDOM CONTROLLED POPULATION CENTER IN ORDER TO PERFORM HIS RESEARCH. THE COST TO THE CONTROLLING KING IS SHOWN ON THE SETUP SHEET DATA (EG: IF COST SHOWN IS 10,000 GOLD PER LEVEL, IT WOULD COST 20,000 GOLD TO ADVANCE FROM POWER-1 TO POWER-2). NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: MASK IN BEST TERRAIN SPELL #: 820 BY USING THIS SPELL THE WIZARD THROUGH USE OF MIST, SMOKE, AND ILLUSIONARY CAMOUFLAGE OF SURROUNDING TERRAIN OBSCURES THE SIZE OF HIS GROUP TO FOREIGN POWERS IF IT ENDS ITS MOVEMENT IN THE TERRAIN TYPE MOST FAVORABLE TO HIS KINGDOM'S TROOP TYPE (BEST TERRAIN COMBAT MODIFIER SHOWN IN SETUP DATA). IT HAS NO EFFECT IN OTHER TERRAIN TYPES. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: RAVEN FAMILIAR SPELL #: 888 BY USING THIS SPELL A WIZARD MAY ORDER HIS RAVEN FAMILIAR TO PERFORM A RECONNAISANCE OF AN AREA EXACTLY AS A FIRST LEVEL AGENT WOULD. THE TARGET AREA MUST BE WITHIN A TEN AREA RANGE OF THE SPELLCASTER'S GROUP. THE RESULTS WILL BE REPORTED IN THE "AGENTS ON RECONNAISANCE" SECTION OF THE STATUS UPDATE. PUT TARGET AREA IN COLUMN "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ