The Ice King
Hoarmurath...the sixth.
Below you will find information on the starting set-up for the Ice King 1650.
Special Abilities
1.Characters have a better chance of having Stealth.
Hex # 3122 - 600HC, 600LC, 600HI, 1200AR
Bold= Capital
2.New agents may start with a skill rank of 40.
3.Mages can learn the lost "Summon Storms" spell.
4.Armies without food gain 1-2 morale points when stationary and lose 1-2 morale
points when moving (2-5 points when force marching).
5.Armies with food lose only 1-2 morale points when force marching.
Starting Forces
Hex # 3122 - 600HC, 600LC, 600HI, 600LI, 1200AR
Pop Centers
Italic= Hidden
Name
Hex
Size
Fortifications
Docks
Barad Perras
Durthang
Katund-akul
Lag-majakul
Lag-scara
Lag-shermat
Name | Command | Agent | Emissary | Mage | Stealth | Challenge | Artifacts |
---|---|---|---|---|---|---|---|
Abdahkil | 30 | 30 | |||||
Baltab | 30 | 30 | |||||
Gaurhir | 10 | 30 | 30 | 31 | 25 | ||
Gorthog | 10 | 40 | 32 | ||||
Hoarmurath | 30 | 20 | 50 | 30 | 58 | 50,80,141 | |
Hukor | 30 | 30 | |||||
Khathog | 40 | 40 | 40 | 20 | |||
Virsh | 20 | 10 | 16 |
Map
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