Arthedain
Argeleb II
Below you will find information on the starting set-up for the Arthedain 1650.
Special Abilities
1.All new recruits start with a training rank of 20.
Hex # 1407 - 600HC, 600HI, 900LI, 300AR, 300MA
Bold= Capital
2.Armies without food lose 1-2 morale points when moving (2-5
points when force marching)
3.Fortifications are built at 1/2 the listed timber cost.
4.New mages may start with a skil rank of 40.
Starting Forces
Hex # 1409 - 300HI, 300LI
Hex # 1211 - 300MA
Hex # 1109 - 600LC, 300LI
Pop Centers
Italic= Hidden
Name
Hex
Size
Fortifications
Docks
Athrad Sarn
Bareketta
Bree
Caras Celairnen
Caras Fornen
Culwic
Eruimer
Fornost Erain
Malborn High
Rood
Tarmabar
Name | Command | Agent | Emissary | Mage | Stealth | Challenge | Artifacts |
---|---|---|---|---|---|---|---|
Alquawen | 10 | 10 | 10 | 13 | |||
Argeleb | 50 | 20 | 52 | 5,31,33,38 | |||
Bondan | 30 | 10 | 31 | ||||
Marl Tarma | 40 | 10 | 42 | ||||
Meneldir | 40 | 40 | |||||
Minastir | 20 | 10 | 22 | ||||
Morwen | 10 | 10 | 10 | 13 | |||
Sarkar | 40 | 40 |
Map
0803 - 1603
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