Welcome to the realm of...

The Witch King

Murazor...the first.
 

Below you will find information on the starting set-up for the Witch King 1650.

Special Abilities

1.New commanders may start with a skill rank of 40.
2.Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points when force marching).
3.Armies with food only lose 1-2 morale points when force marching.
4.Mages can learn the lost "Fearful Hearts" spell.
5.Mages can learn the lost "Conjure Hordes" spell.


Starting Forces

Hex # 1806 - 300LC, 300HI, 600MA
Hex # 2006 - 600HC, 300LI, 300AR, 300MA
Hex # 1804 - 600HC, 300LC, 300HI, 300MA
Hex # 2305 - 300LC, 300LI, 300AR


Pop Centers

Bold= Capital
Italic= Hidden
Name Hex Size Fortifications Docks
Angsul 1905 Village Tower  
Cargash 1806 Town Fort  
Carn Dum 1804 Major Town Castle  
Eldanar 1907 Town Tower  
Kala Dulakarth 2703 Town Fort  
Morkai 2005 Village Tower  
Mt. Gram 2006 Major Town Fort  
Mt. Gundabad 2305 Major Town Fort  
Shedun 1906 Village Tower  

Characters

Name Command Agent Emissary Mage Stealth Challenge Artifacts
Angulion 10 20 30 30   40 157
Ashdurbuk Zalg 60         60 67, 68
Cykur 50   10     51  
Dancu 60 20       63  100 
Durkarian 50 10 10     53 47
Murazor 40   40 70 30 85 48,52,75,82,86
Rogrog 50         50 115, 116
Ulrac 50   20     52  

Map

1401 - 2201
1413 - 2213


You are number   to have visited Murazor since
May 27, 1998.

Middle Earth Main


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