Birthright - The Gorgon's Alliance - Dhoesone Guide Birthright: The Gorgon's Alliance - Dhoesone Guide [v 1.05] By LordKarasuman - 2008 =============================================================================== This Guide (Copyright 2008) 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. =============================================================================== Table of Contents: [[0. Guide History ]] [[1. Introduction to Birthright ]] [[2. Introduction to Dhoesone ]] [[3. Dhoesone's Starting Position ]] ((Regents)) ---Baroness Fhiele Dhoesone ---Clumine Dhoesone ((Territory)) ((Holdings)) ((Troops)) ((Neighbors)) ((Conclusion)) [[4. Beating the Game (& the Gorgon)]] ((Creating an Income Base)) ((Expansion)) ((Adventuring)) ((Inevitable Showdown: The Gorgon)) ((Other Enemies)) [[5. Fun Stuff ]] ((Miscellaneous Tricks)) ((Selecting a Different Nation)) [[6. Special Thanks ]] =============================================================================== [[0. Guide History ]] 9/23/08: v. 1.05 - Removed errors in "Selecting a Different Nation". 9/22/08: v. 1.04 - Revised parts of different sections. 9/19/08: v. 1.03 - Added information to several secions, and split "Fun Stuff" into two sub-sections. 9/17/08: v. 1.02 - Added a few more tips, and also added to the Special Thanks section. 9/15/08: v. 1.01 - Added more tips, and a conclusion sub-section to Dhoesone's Starting Position. 9/14/08: Added information and tips, and removed incorrect details. 9/13/08: v. 1.00 - Started this guide. =============================================================================== [[1. Introduction to Birthright ]] 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. It'll be quite the task to oppose him, and the other regents of Anuire, by taking on the role as regent of a state, yourself. For this guide, we'll be talking about the northern nation of Dhoesone. But first off, if you're confused about things, you may want to look at the Help files. Accessible through F1, "How to Play the Game" will illuminate much of what you need to know, though throughout this guide you'll find that I relate basic points anyway. THIS GUIDE ASSSUMES YOU ARE PLAYING AT EXPERT LEVEL, WITH THE WIN95 VERSION INSTALLED. 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. =============================================================================== [[2. Introduction to Dhoesone ]] Taken from the game: "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 familes. The people of the moor are shepherds ever wary of the 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." So, Dhoesone is basically a state of lumberjacks, racial tension, and roaming monsters. Well, there are indeed lumberjack guilds in your country, along with nationless monster units that spawn in your northern provinces every turn. Along with that, you've got units at the start that are taken from different races. It's your job to make it all work out. =============================================================================== [[3. Dhoesone's Starting Position ]] Of course, to make things work, you need to know exactly what it is you're starting with. First, we'll begin with the choice of regents you have from the onset. Nearly all nations start the game with two choices, and Dhoesone is no exception. ((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. This isn't really the case for Dhoesone, though. ---Baroness Fhiele Dhoesone Anuirean: True Neutral Level 6 Thief Major Bloodline: Reynir, 46 STR: 9 INT: 16 DEX: 17 WIS: 12 CON: 13 CHA: 15 THAC0: 18 Armor Class: 1 Starting HP: 32 Armor: Half Plate Weapon: Rapier Inventory: Necklace of Missiles (8), Cloak of Protection, Gauntlets of Dexterity, Potion of Extra Healing Blood Abilities: Divine Aura Taken from the game: "Half-elf, proud, and pragmatic, the Baroness bears the burdens of rulership well. A master thief, she battles with the guilds of the realm for control." Fhiele's the default regent, an overextended half-elf whose full elf brother is the only one keeping the Gorgon at bay, while having to walk a fine line in dealing with internal problems of her own. She's also my preferrred regent of choice due to her very high bloodline strength of 46, which is more than enough for the initial part of the game. The ability to use espionage as a free action (meaning it doesn't take up any of your normal domain actions to use it, once a turn) is nice as well. Something I overlooked in previous versions of this guide: Fhiele has an alignment of "True Neutral". This makes it considerably more convenient to ally herself with any other domain, landed or otherwise. Sure, you get no boost at all to your chance of consideration in diplomacy, but a flat 0% is way more convenient than having a -30% in other places. ---Clumine Dhoesone Anuirean: Lawful Good Level 3 Wizard Major Bloodline: Vorynn, 25 STR: 10 INT: 18 DEX: 13 WIS: 14 CON: 17 CHA: 13 THAC0: 20 Armor Class: 8 Starting HP: 24 Armor: Leather Armor Weapon: Quarterstaff Inventory: Ring of Protection, Necklace of Missiles (8), Ring of Fire Resistance Blood Abilities: Enhanced Sense Level 1 Spells: Detect Magic, Reduce, Shocking Grasp - Can cast 2 L1 Spells Level 2 Spells: Morelf's Poison Arrow - Can cast 1 L2 Spell Realm Spells: Dispel Magic Taken from the game: "A human relative of the Baroness and very loyal to her, he struggles with others to maintain the ordder in the realm. Because of his deeds, he has a reputation as a kind and fair man." Clumine's a fine, upstanding fellow who loyally follows the Baroness, as both his right-click profile and "The Ruins of Empire" included in the game's help file will tell you. Unfortunately, his 25 bloodline strength and his piddly selection of spells and abilities make him an inferior choice to Fhiele. Though it's possible to learn more spells, so it might be possible to develop him, but that requires adventuring. ((Territory)) After selecting your regent, it's time to look at what's within your domain. First we'll look at provincial territory, using this as a legend: Province Name - X/Y - Terrain x = Level of development. This level is the maximum level at which Law, Guild, Castle, and Temple holdings can be developed. A higher level also means better taxes. Y = Level of untamed land. This level is the maximum level at which Source holdings can be developed. Bjondrig - 1/4 - Plains Dharilein - 1/4 - Hills Giant's Fastness - 1/4 - Forest Hidaele - 2/3 - Plains Nolien - 3/2 - Plains Riveside - 2/3 - Plains Romiene - 1/4 - Plains Ruidewash - 2/5 - Forest Sidhuire - 2/5 - Forest Soniele - 1/6 - Forest Sonnelind - 4/3 - Forest Tradebhein - 2/5 - Forest You've got plenty of territory, most of which would be nice for a wizard. Unfortunately, Clumine's not a very good one so you'll need to hire a good Wizard Lieutenant or get Clumine some books. Sonnelind's the only province capable of creating Knights without using the Rule option. Make use of every opportunity to muster if you've got the income for it. ((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. -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. Special types of holdings include: -Seaports, which allow trade routes to a province with a port regardless of terrain. -Wizard's Towers and Strongholds, which 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. Dhoesone starts with max-level Sources and Law Holdings that are at least Level 1 in all the provinces it owns. It has a port in Nolien. It has a Level 4 Castle in Sonnelind. Finally, there's some Ruins in Ruidewash. ((Troops)) Along with Fhiele and Clumine's unit, you start with: 1 Elven Cavalry 1 Unit of Irregulars 2 Elven Archers 2 Knights and 1 Goblin Infantry Not exactly the best starting army, but it's enough to deal with the "nationless" units that show up on the northern provinces (identified as "Chaos", and they can still actually try and take your provinces), but you want to convert to an army made entirely of Knights soon. ((Neighbors)) You have two allies and one somewhat antagonistic state surrounding on your borders. To the south, the goblin kingdom of Thurazor ruled by Tie'skar Graecher. To the east, the elf lands of Tuarhievel where Fhiele's brother Fhilereane rules. To the southeast, the guilder state of Cariele. ((Conclusion)) You'll notice that Dhoesone is listed amongst all selectable domains as being the "Easiest" in terms of difficulty as compared to other domains. This isn't exactly true. Sure, Dhoesone has the advantage of a lot of territory, countries to act as buffers against Awnsheghlien, a regent with a high bloodline strength, and ownership of all its Sources. However, keep in mind that the provinces you have aren't the strongest economically speaking, especially compared to the Mhors, Ghoere, Avanil, and Boeurine. Aerenwe and Baruk-Azhik have the same benefit of buffer nations with arguably better economies. Fhiele isn't the best of Regents, either. She lacks the gimmick that Rogr (Ilien), Caine (Endier), and Danita (Chimaeron) have of casting Skeletons in any province where Sources/leylines would allow. In fact, she lacks any spellcasting of any kind, and Thieves in general don't give me as much benefit both on the world map and in adventuring as any of the other classes. Then there's the fact that her bloodline strength isn't as much of a benefit when you can adventure for items that would improve any weaker regent's bloodline strength to greater heights. However, I'd say that Dhoesone is most certainly on the easier side of domain choices. You can make plenty of trade routes, have three very strong units at the start in Elven Cavalry and Knights, and Fhiele can improve her bloodline strength through adventuring too (and improve her bloodline to gain more than 100 RP per turn with only the State Crown of Anuire!). =============================================================================== [[4. Beating the Game (& the Gorgon)]] The normal definition of winning the game is to get 300/400/500 points, collected through acquiring relics, territory, and alliances in an effort to gain enough influence to ascend the Iron Throne. The definition I personally use is conquering as much of the Empire as I can, whether it be a great majority or the whole thing. That said... In order to win the game, you'll need to be able to stand up to any threats, including the main one-- the Gorgon, which seems far to the east, but is much closer than he seems to be. To start with, you'll need money. ((Creating an Income Base)) My favored method of getting gold bars flowing into my treasury is through creating trade routes. There's two ways of going about this: 1: Create your own individual guild holdings in each province to set up trade routes 2: Buy out the non-landed domains (domains with no territory, only holdings) that have guilds within Dhoesone I prefer to do #2. If you take the Diplomacy option, you'll notice that there are several non-landed domains listed to the right. One of them are listed as "N. Import and Export" and another is known as "Upper Anuire Traders". I would try to first make Permissive Alliances, then Full Alliances, then extract an Oath of Fealty from each of their regents. When an Oath of Fealty is made, these non-state domains go under your rule-- their regents become Lieutenants and you gain all of their holdings. In fact, a trick I like to use is to offer the highest level holding as part of the Oath of Fealty deal. The holding you provide will simply be given back to you once you absorb the non-state domain. Once the N. Import and Export and Upper Anuire Traders are absorbed, you'll have pre-developed guilds, numbers of other holdings, and a few lieutenants. There are still a few provinces in Dhoesone that don't have guilds under your control, but at least plenty of the work has been done for you. Staying on the same page of absorbing non-landed domains' holdings, you may want to exploit Fhiele's True Neutral alignment and try grabbing all of the regents who have several high-level guilds: Points East Trading and Port of Call Exchange. The former holds high-level guilds in Elinie, and the latter in Ilien and surrounding states. However, be aware that these holdings are in foreign, faraway nations. Therefore, they'll be susceptible to contest actions. If you're really, REALLY hurting on money, you'll notice at the tax collection screens at the beginning of each turn that you can choose to tax a province at three different levels. Use this, but there is a caveat-- if your Law holdings aren't high enough, you'll cause discontent in the province. The level of discontent is shown by the color of the province name-- if blue, content. If red, that province is in rebellion. ((Expansion)) You get three Domain Actions per Turn. Only on the first two of those three actions can you declare war, so keep this in mind. Once you've established a good flow of income, you'll perhaps want to get rid of your non-Knight units (except the Elven Cavalry) and create Knights. Unfortunately, you can only create four Knights per turn in Sonnelind. However, a full stack of them (15) can wreck most other armies without your personal supervision. In order to improve your ability to create more Knights, you might want to think about expanding towards Cariele. However, this may force an early confrontation with the Gorgon, considering that Cariele borders the puppet state of Markazor. Not to mention the fact that Cariele's provinces have high level Castles. However, the potential trade routes, rich provinces, and high level guilds that you can wring out of Cariele through diplomacy (so long as their regents are still alive) can be worth it. There is the option of turning against your ally, Thurazor, for a safer early game. They're not very strong allies anyway. This can lead to expansion against Talinie, and the rogueish, manically expansive (though not as manical as the Gorgon) Five Peaks. The Peaks can be somewhat of a problem, and a Talinie allied with Boeruine can be a bit of a problem as well. However, this is your best bet for a more relaxed expansion. When you're ready to cross the border into other regents' lands, you'll first need to Declare War. After that, you'll need to fight the enemy, drive them off their territory, then maintain a position on the territory until the turn ends. If there's a Castle present, the Castle's level dwindles by 1 until it is no more. Once you've sat in a Castle-less province for one whole turn, you can proceed with an Investiture of a province. An Investiture, if successful, will forcibly transfer control of a province to you. You can use RP to improve chances to 100%, but if the enemy regent is alive, he or she will most likely try to lower your chances. It might be beneficial to find some way of taking out the enemy regent so that you'll face little opposition in Investing the province. With each province taken, be sure to create roads and guild holdings to create more trade routes, which will allow you to make more Knights. Knights aren't the only good option available to you. There are also Elven Cavalry, Elite Infantry, and others. You'll need to take a look at unit stats by right-clicking on them, I just simply find Knights to be the most readily available in the majority of provinces. In terms of quality, Elven Cavalry are probably the best, though they have a heft 8GB pricetag to go with their strength. Along with that, tactically handling units yourself rather than letting the computer automatically roll the outcomes for you can be much more helpful against certain types of enemies. For instance, Skeletons outclass most other units, so you may want to take control of the battle yourself and use ranged units or Wizards/Priests' spells to defeat them. Hit and run tactics with such units can prove to be highly effective. Enemy stacks will retreat if you far outclass them. Be careful-- they may retreat into provinces you own. If you don't own Castles/Strongholds/Wizard's Towers in there, they can try Investing your province and taking it away. Fhiele's a Thief, and as such, gets a free Espionage action. If you want to take a stab [pun intended] at assassinating a regent before attacking his domain, you can do so. However, you can only spend RP to increase the chances of *finding* an assassin. Actually succeeding in kiling the regent depends on the level of the assassin. What class the assassin is doesn't seem to matter. Assassination attempts can also be targeted at normal units, but as those can be replaced easily by the AI, there are only specific situations for doing so. I prefer not to have my Lieutenants at the forefront of the war effort. They're susceptible to assassination attempts. Whenever you expand, make sure you tax them at the lowest possible level-- sure, you can get plenty of money from a lot of provines taxing highly, but Rebellions are problematic... Especially when you become a huge empire. ((Adventuring)) Before you go on adventures, be sure to equip Magical Items by clicking on their icon. You'll see a * showing they've been equipped. This goes for Gauntlets of Dexterity, Gauntlets of Ogre Dexterity, all the Ioun stones, and the like. Also, set your spells. Continual Light, the "See" spells, and Fly/Levitate are very useful utility spells for navigating dungeons. For Wizards, pack remaining slots with attack spells. For Priests, take mostly healing spells and a few attack spells as well. Among the best Lieutenants you can have is one you can get through the "Hire Lieutenant" option: Rhober Nichaeleir. He's a Level 13 Priest, and though he'll want as many Gold Bars as his level, he's worth it because of all the healing you can get from him. An alternative to Rhober, if he's refusing to show up on your Hire Lieutenant list, is Ruarch Rockhammer, a Level 11 Dwarf Priest that you can get through an Oath of Fealty. Fhiele's highly flexible True Neutral alignment along with exploiting your high level Source holdings as a diplomatic bargaining chip (that you'll get back once Ruarch's under an Oath of Fealty anyway) will prove very useful in getting him. I'll go right out and say it-- Adventuring's a bit of a hassle in Birthright. You don't exactly have the friendliest control scheme, and the graphics are pretty bad. Along with this, it can be pretty confusing to get through each dungeon, at least for me. Still, I do enjoy it on occasion. Not to mention it can be rewarding if you take the right quests. For instance, the Ansien quest is ridiculously easy if you have a Wizard with Levitate, a good fighter, and a healer. Simply head forward until you reach the throne room, go up the stairs on the right, take the key in the bedroom, and then head through the wall behind the bed. You'll be able to go through it, into a hidden area. Head down, but not into that black hole. Stay on the side platforms, and head right. You'll fight some spiders, and find a key and a switch. Take those and head to the opposite end. You'll see another room with more spiders, and a door with a lava pit in front of it. You can levitate over the pit. Opening the door will reveal more spiders. Take them out, and get the treasure including the State Crown of Anuire, which can add 70 (!!) bloodline points to a regent's bloodline strength. Other good quest rewards include: 1-The Emperor's Crown, which also increases bloodline points 2-Farid's Coffer of the Realm, which is a boon to your treasury; on top of that, the quest's pretty easy 3-Chalice of the Dead, which allows you to make one Skeleton unit per action for 1 Gold Bar each Skeleton unit 4-Hammer of Thunder, which can you can throw an infinite number of times at enemies, and the quest is ridiculously easy 5-Staff of Prosperity, which Blesses all of your provinces at the start of each turn and summarily nets you a vastly higher amount of taxes There are other nice rewards that can help your game, but these stood out to me. I've found the game occasionally crashes on me in the middle of an adventure. I'd recommend that you save before starting one, and then only do one during any one turn so you don't end up crashing on the next domain action, thereby losing all your progress. ((Inevitable Showdown: The Gorgon)) Ah, the Gorgon. He might seem like an insurmountable difficulty, what with his seemingly infinite troops, a lot of which are made up of fearsome Skeletons that can do even Knights. When it comes to facing him, I'll give some tips: 1-In battles where you have a stack of Knights against a stack of Skeletons, with no units that can turn the tide if you control them yourself, it's best to let the computer automate the battle. You're certain to come out of it the worst, but the results will be better than if you took command of the battle. Skeletons are so strong that they'll often floor your Knights one after the other. 2-In battles where you've got ranged units and spellcasting Lieutenants, hit and run tactics against Skeletons can be very useful. 3-Hammer of Thunder is a nice weapon to use, considering you have limitless uses. However, I think you cannot use it in army battles after a certain patch. 4-The Gorgon is a fan of using Mass Destruction. Be wary of moving units into a province where he has a Source strong enough for him to use it. He'll be able to remove a unit from your stack in the province with each action he decides to cast it. A good way of sidestepping this problem is to create a holding (I usually make a Guild), contest it, then destroy it. Kind of takes a while, but it forces him to use assassinations instead, something I don't see the AI do as often. 5-You're probably not going to be able to actually kill the Gorgon in an army battle. Often, you'll remove his troops, but he'll remain. Not only that, the stack you used to fight him will be forced to stay there as well. Man, what a bastid. 6-The Gorgon can automatically gain whole stacks of army units in his home provinces. Therefore, when attacking the original northeastern territory of the Gorgon's Crown, be prepared to fight battle after battle as these armies spawn on top of you every other turn. 7-Sideath is a province with a permanent warding spell on it. Be sure to have a caster with Dispel Realm Magic on hand to capture it, as the Gorgon can get into the habit of creating stacks upon stacks of units in the otherwise unreachable province. Usually, the only way to permanently get rid of the Gorgon is to take all of his territory. Good luck accomplishing this, as the Gorgon often goes on such a rampage that he'll have provinces under his control all over the place. You'll see some cutscenes of the Gorgon meeting with a messenger from another nation. Eventually, these meetings will degenerate into the Gorgon absorbing the territory of that messengers' nation. There are many, many times in which the absorbed nation ends up being Tuarhievel, meaning the state you've probably been using as a buffer while you expand elsewhere will turn on you. Be wary if and when that happens-- create trade routes through Tuarhievel's lands before then. ((Other Enemies)) Non-Awnshegh states tend to lose their enthusiasm to fight you after they lose their initial full-stack armies. Even moreso if they lose their regents. The exception to this is Markazor and Mur-Kilad, both of whom will muster unit after unit. To be expected from the Gorgon's puppet states. There are three other Awnsheghlien who own landed domains: The Spider, Rhuobhe Manslayer, and Danita the Chimaera. The Spider and Rhuobhe are just as persistent as the Gorgon, and close to being as unkillable-- you'll need to Invest all their provinces to rid yourselves of them permanently.Unfortunately, this ends up being quite a task for Dhoesone as you'll most likely be facing off against the Gorgon before fighting these two. However, the Spider really only gains stacks of Spiders automatically (as opposed to the countless Skeletons that the Gorgon will gain with no effort), and Rhuobhe can attribute his own expansion to the fact that he himself is such a friggin' strong Regent and unit. Danita's only scary if a player is using her. Her AI is such that it can be defeated other AIs. Dhoesone, being literally the farthest nation from her, may find the Chimaeron absorbed by Coeranys. I blame this on the fact that the AI doesn't know how to make use of her incredibly powerful Legion of Dead (much stronger than anyone else's except the Gorgon at the start) properly. Then there's the Five Peaks. The Wizard generally attacks with some very varied units and doesn't expand as fast as the Awnsheghlien. You'll face stacks that can be easily defeated by Knights. Though, she's still problematic since you can't negotiate wtih her. The real problem lies in the fact that her provinces are a hotbed for randomly spawning nationless units of Chaos. Something very important to note: as far as I'm aware, Rhoubhe, Danita, and The Wizard are all susceptible to assassination attempts, unlike the Gorgon. Rhuobhe and Danita are kind of longshots though, since they're so high level. Late game Rhuobhe at Level 17 required a Level 7 assassin to have even a 5% chance. =============================================================================== [[5. Fun Stuff ]] ((Miscellaneous Tricks)) Interested in leveling up your regent, or really any of the characters at your disposal, very fast? There's a simple way to do this: the Rule option. Rule allows you to improve the level of your holdings. You can improve multiple holdings at once, and doing so usually means you get a lot of experience all at once. Do this enough times and your character will be in the two-digits in no time. Skeletons are one of the most fearsome units in The Gorgon's Alliance. They're up there in strength and they have no maintenance cost. A better way than slowly acquiring them through the Chalice of the Dead would be to summon them up yourself. Well, Fhiele's not a caster and Clumine's not much of a Wizard... So try getting the Wizard Eyeless One under your control through an Oath of Fealty. He's a caster with the Legion of Dead spell, Source Holdings in different places... Also, he's got a funny mask. Sure, you only get one Lieutenant Action per turn, but if leveled high enough, he can summon half a stack of SKeletons with one cast. Furthermore, creating leylines to the Sources that Dhoesone already has in its possession allows you to summon Skeletons in provinces without needing to declare war. ((Selecting a Different Nation)) Not interested in Dhoesone, or already went through a run? Well, it might be time to try a different landed domain. Before I talk about who you might want to use, it might be a good idea to expand your options through the game's scenario editor. If you don't see it, that's alright, you have to download it. Of course you won't be able to find it on the Sierra website or anything, but a few Birthright fansites have it. Download it, set every possible domain as playable, and you suddenly have more than double the starting amount of nations. Some of them range from ridiculously easy to very hard, so be prepared. Now then... I'll try to tier them in terms of each state's strength and relative position. ------- S Rank: Gorgon's Crown A Rank: Avanil, Boeruine, Ghoere B Rank: Mhoried, Aerenwe, Baruk-Azhik, Osoerde, Alamie, Markazor, Brosengae, Chimaeron Sielwode C Rank: Dhoesone, Taeghas, Talinie, Thurazor, Diemed, Roesone, Coeranys, Tuornen, Ilien, Endier, Medoere, Five Peaks, Anuire D Rank: Elinie, Tuarhievel, Cariele, Rhuobhe, Spiderfell F Rank: Mur-Kilad ------- S Rank is the top of the crop, and there's only one person who sits there... _The Gorgon is self-explanatory. Ridiculously strong regent due to raw stats and quirks (the only regent able to have a 100 base bloodline strength, etc.), he's got the potential for different sources of income, two allies to the south, and easy ways of making armies (including his Legion of the Dead spell). As the player, you'll steamroll through Anuire. A Rank nations are placed there because they're large nations with rich provinces, established holdings, and very strong regents. _Avanil's the top of the crop, what with having two vassals, plenty of targets, and sharing no border with any of the more aggressive nations (not even Rhuobhe, despite how it looks). _Boeruine's more or less a slightly worse Avanil that DOES share a border with Rhuobhe-- the Archduke's rivalry with Avanil suddenly makes sense. _Ghoere makes it in here while Mhoried doesn't because while both are somewhat close to each other in strength, Ghoere edges Mhoried out slightly in economic strength, shares a border with the Spider rather than the Gorgon, and the Sword Mage is an excellent regent since he's both high level and has Legion of the Dead as a spell. B Rank nations are either large, have a nice economy, or sit in a comfortable position. _Mhoried has a pretty solid combination of those first two qualities... But then he's got Markazor-- and therefore, the GORGON-- right there to the east. Good thing he's strong enough for it, while that bastard Gavin Tael sits comfortably below him. _Markazor would be C-rank if it weren't for its alliance with the Gorgon. The choice of regents is a choice between bad and worse, and the Gorgon has an iron grip on all your holdings. _Brosengae may seem like it's not in a good position, what with having only two ways to expand, both of which are towards nations that are much bigger than you. However, you can become so filthy rich with your guilds that you can swarm Taeghas with Knights over a very short course of turns. From there, you can turn on Avanil and take all of his very powerful provinces. In a few games I became powerful enough that Rhuobhe sent me alliance offers. _Chimaeron is only in here because of Skeleton spam, which is possible because Danita's a high level Wizard with Legion of Dead. The domain itself is otherwise so terrible that it would go down to D Rank. _Sielwode seems screwed at first because it's an all-forest province nation (no native trade routes) with borders to BOTH of the Gorgon's vassals, but a good understanding of Birthright will allow you to survive and thrive in the adversity. You can potentially ward off ALL your provinces from the Gorgon's incursions because of Isaelie's max-level Sources, you can solve your trade problems with alliances, and Isaelie's a damn powerful Wizard which translates well into both army battles and in adventures. C Rank nations are often average across the majority of the board, or may even have some very outstanding qualities. However, they might have some important (though not exactly crippling) flaws-- it's usually having the misfortune of being next to The Wizard, Rhuobhe, _Dhoesone, the subject of this guide and what I'd consider to be the very definition of average. Large nation and insulated position, but only "okay" provinces, "okay" regents, "okay" holding possessions, and an "okay" economy. This has the plus side of making Dhoesone very flexible. _Endier's got a pretty good economy for a one-provine nation, but what makes it stand out is Caine, a solid Wizard who can abuse Legion of the Dead to create Skeletons in the Spiderfell and essentially take out the Spider in less than ten turns at the very start. Be prepared for other hostile powers, though. You might find yourself more or less relying on a gimmick in order to survive at the start. _Five Peaks... fighting The Wizard is tough, but BEING The Wizard's harder. Sure, you automatically get units, but it's unreliable. Then there's the fact that you've got NO holdings as an internal infrastructure. Still, you've got relative freedom to make it yourself-- it's usually YOU that starts the wars, after all. _Anuire's got a mighty regent in the Chamberlain, along with a rich and heavily fortified province. Too bad you only have one of the latter, and you're surrounded by some tough nations. After three turns, Avanil will become very aggressive and the Spiderfell will start encroaching on Diem's lands. Make use of diplomacy to wring guilds out of Avan's grasp and create trade routes before all of it goes to hell. D rank nations are either very flawed, or have one very unfortunate quality... They're next to the Gorgon. An enemy so relentless that you'll have to fight battle after battle. _Elinie only has two provinces bordering the Gorgon's vassal Markazor, so you'll know exactly where he's coming from. Good luck dealing with him when he gets there, though. _Tuarhievel has a rough time since it's the only nation with a direct border with the Gorgon rather than, y'know, his proxies. Along with that, Tuarhievel has worse trade opportunities than Sielwode and Fhilearane isn't as good of a Wizard as Isaelie. _Rhuobhe's got a crap economy. Sure, the man himself is strong, and you can abuse that. He's also got a Chalice of the Dead. However, literally every nation around him has a smoother time in the hands of a player. _Spiderfell's economy is slightly better than Rhuobhe's, but the Spider is a terrible regent. A strong unit, sure, but he counts as a "Monster". He can't actually use any of his spells. Oof. Again, it's a good thing he's got a Chalice of the Dead. F Rank. The bottom of the barrel. Self-explanatory. _Mur-Kilad... Weak, two province Dwarf vassal with crappy regents. Good thing you can take the unfortified Sielwode provinces by surprise and rely on the Gorgon's rather dependable masses of armies, and you get a comparatively unreliable boost to your treasury now and then. Otherwise, this Dwarven nation is utterly meh. =============================================================================== [[6. Special Thanks ]] I give my thanks... -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 - Dhoesone Guide [v 1.05] By LordKarasuman - 2008