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NSWRPF Archive The Lords of Middle-Earth

Discussion in 'Non-Star Wars Role Playing Archive' started by Jango10, Mar 14, 2006.

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  1. Jango10 Force Ghost

    Member Since:
    Sep 22, 2002
    star 5
    Lightside_Apprentice Approved!

    The Lords of Middle Earth

    In the year 3018 of the Third Age, Middle Earth lay divided. In the west, men, elves, and dwarves quibble as they carve up the free lands for their respective nations, as the forces of darkness build their armies. The One-Ring has been lost, and nearly all have forgotten. War is brewing between the free peoples of Middle-Earth and the Forces of Darkness. As these powerful forces prepare to collide, the Fate of Middle Earth rests in the hands of the those who control it...


    Starting Countries

    Each country starts with 1 Infantry Division, 1 Calvary Division, and 1 Archer Division.

    Free Peoples of Middle-Earth

    Samwise Gamgee
    The Shire

    Capital: Hobbiton
    Income: 3000
    Bonus: Starts with 75% Approval Rating
    Special Abilities: More likely to have more volunteers when issuing a call to arms.


    (You choose name)
    Erebor (The Lonely Mountain)

    Capital: Erebor
    Income: 1500
    Bonus: Also receives 350 Mithril on each turn. (You may sell the Mithril.)
    Special Abilities: None

    Theoden
    Rohan

    Capital: Edoras
    Income: 1200
    Bonus: Starts with an extra Calvary Division
    Special Abilities: Gets Calvary Divisions half-off

    Gladriel
    Lothlorien

    Capital: Lorien
    Income: 1500
    Bonus: Starts with an extra Archer Division
    Special Abilities: Gets Archer Divisions half-off


    Aragorn
    Gondor

    Capital: Minas Tirith
    Income: 1200
    Bonus: Starts with a Castle
    Special Abilities: Gets defenses half-off


    Forces of Darkness

    (You choose name)
    Moria (Orcs)

    Capital: Khazad-dum
    Income: 2000
    Bonus: None
    Special Abilities: Able to purchase a Balrog


    Saruman
    Isengard

    Capital: Orthanc
    Income: 1200
    Bonus: Starts with an extra Infantry Division, Starts with walls and gate
    Special Abilities: Gets Infantry Divisions half-off


    (You pick name)
    Rhun (Easterlings)

    Capital: (You choose name)
    Income: 2500
    Bonus: Starts with one extra infantry division
    Special Abilities: None

    (You pick name)
    Harad (Haradrim)

    Capital: (You choose name)
    Income: 1500
    Bonus: Starts with a Mumakil Force
    Special Abilities: Able to purchase Mumakil

    (You Pick Name)
    Umbar (Corsairs)

    Capital: Umbar
    Income: 2000
    Bonus: Starts with 2 corsair ships, Waterway Gate
    Special Abilities: Gets all ships half-off


    Places You May Take Over

    Rivendell
    Income Boost: 1000

    Amon Hen
    Income Boost: 500

    Fangorn Forest
    Income Boost: 2000

    Mirkwood
    Income Boost: 1500

    Bree
    Income Boost: 500

    Dunland
    Income Boost: 1000

    Grey Havens
    Income Boost: None, But you get all ships half off

    Druadan Forest
    Income Boost: 1000

    Emen Muyil
    Income Boost: 250 Mithril

    Dwimorberg
    Income Boost: None, but if taken you have control of the Army of the Dead. The Dwimorberg will be extremely hard to take over, so make sure you are up to the task.

    (If you can think of any more countries then PM me with stats, I will approve the stats or make changes to them.)
    (The Difficulty of the Invasion depends on the income boost.)

    The Store

    Ground Troops

    Infantry Division (1,000 troops): 1000
    Calvary Division (250 troops): 1000
    Archer Division (200 troops): 500
    Balrog (Moria Orcs only, limit 1 at a time): 5000
    Troll Division (100 Trolls, Forces of Darkness only): 1000
    Mumakil Force (10 Mumakil, Haradrim only): 1000

    Navy

    Corsair (Comes with 500 troops, these troops may not go on land. Use these troops to board enemy ships when having a naval battle.): 1000
    Troop Ship (holds 500 troops, these troops may not board enemy ships, although they can fight enemy boarders): 100
    Cargo Ships: 100

    (Siege equipment is to be transported on water by cargo ships. You cannot transport Mumakil or Balrogs. 25 trolls can fit on a troop ship at a time.)

    Siege Equipment

    Siege tower
  2. kiskolou Force Ghost

    Member Since:
    Mar 23, 2005
    star 2
    uum...Is it possible to,in the course of play,to switch sides(see the light,so to speak).
    Of course only in a situation where this would be possible,i'm not gonna just switch for no reason...

    Char sheet!
    Name:Shar Truucks
    Country: Rhun (Easterlings)
    Capital: Kraant
    Income: 2500
    Bonus: Starts with one extra infantry division
    Special Abilities: None

    Age:32
    Gender:male
    Height:6'
    Weight:150 pounds
    Eyes:blue
    Hair:brown
    Other Physical Traits:Large scar on left side of face,large black cloak,Custom sword that resembles a Crude scimitar.
    Bio:Leader of the Rhuns, Shar felt horrible about joining souron's legions,especialy since his ancestors fought with Rohan in the old wars. But Shar loved his people more than his pride,and knew that it was impossible to compete with sauron.With hopes of mercy from the great eye when the war is over,Shar mounts his ellephunt to battle against the Free people's of middle earth.
  3. Winged_Jedi Force Ghost

    Member Since:
    Feb 28, 2003
    star 4
    An SL for LOTR, I didn't expect that. Interesting.
  4. Master_Burhead Jedi Master

    Member Since:
    Jan 1, 2005
    star 4
  5. Jango10 Force Ghost

    Member Since:
    Sep 22, 2002
    star 5
    GM Note

    Kisoulou, you did not PM me your sheet. Someone else already has the Easterlings. You can gladly take another country if you PM me your sheet.

    Also, everyone remember to post your countries' stats when you post your character sheets.

    One more thing, this is an AU RPG. Gollum never found the Ring of Power, therefore Bilbo did not find it. This means the War of the Ring, along with anything else in the Lord of the Rings never happened. Also, in this Middle-Earth, each nation is connected by waterways.
  6. Master_Burhead Jedi Master

    Member Since:
    Jan 1, 2005
    star 4
    GM APPROVED

    Name: Aragorn
    Country: Gondor
    Age: 30 (Guessing)
    Gender: Male
    Height: 6 feet 6 inches
    Weight: 200
    Eyes: Black
    Hair: Black
    Other Physical Traits: Aragorn ROTK edition
    Bio: http://en.wikipedia.org/wiki/Aragorn

    Aragorn
    Gondor

    Capital: Minas Tirith
    Income: 1200
    Bonus: Starts with a Castle
    Special Abilities: Gets defenses half-off
  7. Darth_Joesha Jedi Master

    Member Since:
    Apr 22, 2004
    star 4
    GM APROVED



    Name: Raine Yubari
    Country: Rhun.
    Age: 32
    Gender: female
    Height: 5'8
    Weight: 11 stone
    Eyes: black
    Hair: black
    Other Physical Traits: She is always in her ellaborate Easterling armour, few people have seen her face.
    Bio: Raine assumed command of Rhun when her father, Hiroa, was killed during a raid. She blamed Rohan for not taking control of the barbarians that coarsed through their land and into Rhun. Since Raine's rise to power the number of barbarian raids is almost none and no barbarians have made it into the capital.

    Rhun
    Capital: Elannon (the gate of stars)
    Income: 2500
    Bonus: Starts with one extra infantry division
    Special Abilities: None
  8. Mikaboshi Force Ghost

    Member Since:
    Jul 12, 2005
    star 6
    I just sent in an application for Saruman, this game looks really fun.

    Here is a decent map I found, I know I will need it. :p

    [image=http://www.aloha.net/~shaug/pix/lotr/middle-earth_1161x1024.jpg]
  9. Jango10 Force Ghost

    Member Since:
    Sep 22, 2002
    star 5
    GM Note

    That should be:

    *The troops in the castle may not be transported to another country. Also, your first castle must be your capital. (Ex. If you are The Shire, then your first castle will be Hobbiton.) Other castles that you build will be at locations of your choice.
  10. dontlookatmethatway Jedi Knight

    Member Since:
    Jul 5, 2005
    star 3
    GM Approved

    Character Sheet

    Name: Théoden
    Country: Rohan
    Capital: Edoras
    Income: 1200
    Bonus: Starts with an extra Calvary Division
    Special Abilities: Gets Calvary Divisions half-off
    Age: 70
    Gender: Male
    Height: 6 feet
    Weight: 175
    Eyes: Green
    Hair: Blond
    Other Physical Traits: See Théoden in Return of the King (2002)
    Bio: Théoden is the seventeenth King of Rohan. He is very old, and is past his prime. He was the oldest son of Thengel and became king when his father died in T. A. 2980. He has a son, Théodred, who will inherit the throne when he dies.
  11. Mikaboshi Force Ghost

    Member Since:
    Jul 12, 2005
    star 6
    GM Approved Character Sheet

    Name: Saruman the White, The White Hand.
    Country: Isengard
    Capital: Orthanc
    Income: 1200
    Bonus: Starts with an extra Infantry Division, Starts with walls ang gate
    Special: Gets Infantry Divisions half-off
    Age: ?
    Gender: Male
    Height: rather tall, around 6 feet
    Weight: fit, around 165 lbs
    Eyes: dark brown
    Hair: white
    Other Physical Traits: long white beard.
    [image=http://i35.photobucket.com/albums/d193/Raelyan_Rocks/saruman.jpg]

    Bio: Here

    Total Forces of Isengard

    2 Infantry Divisions: 2000 troops
    1 Calvary Division: 250 troops
    1 Archer Division: 200 troops
  12. Imperial_Hammer Manager Emeritus: RPFs

    Member Since:
    Sep 25, 2004
    star 5
    Sheet being worked out...

    The Forces of Angmar rally under the gaze of the Witch King... :D

    -I_H
  13. Imperial_Hammer Manager Emeritus: RPFs

    Member Since:
    Sep 25, 2004
    star 5
    GM Approved

    Name: Murazor (The Witch King of Angmar and Lord of the Nazgul)

    [image=http://www.tuckborough.net/images/wiki-armor.jpg]

    Country: Angmar
    Capital: Carn Dum
    Income: 1500
    Bonus: Receives (1) Special Unit - Barrow Wight - Every turn
    Special Abilities: Cold Weather around Angmar

    Special Unit: Barrow Wight
    Description: An immaterial spirit akin to the wraiths and sworn to the Witch King.
    Attack: Cannot slay outright, but exert powers to weaken their foes and enemy soldiers. Have penchants for taking soldiers off battlefields for ritual sacrifices to the darkness
    Weakness: Can be purged by powerful magical forces such as Tom Bombadil and Gandalf. Can be driven into defense by multiple aggressors.

    Age: Hundreds of Years
    Gender: Male
    Height: 6'2''
    Weight: Very Little (Nazgul)
    Eyes: Unseen
    Hair: Unseen
    Other Physical Traits: Armored underneath the dark shroud of the Ringwraiths.

    Bio:
    The Lord of the Nazgul was Sauron's most dreadful servant. He was once a Man who became corrupted by one of the Nine Rings of Power. He established the realm of Angmar and became known as the Witch-king, and though Angmar was defeated it was foretold that the Witch-king would not fall by the hand of man.

    Nothing is known about the Lord of the Nazgul's original identity. It is said that three of the Nine Nazgul were originally great lords of the Numenorean race, and though it seems likely that the Lord of the Nazgul would be one of these, it cannot be stated for certain.
  14. Jango10 Force Ghost

    Member Since:
    Sep 22, 2002
    star 5
    OOC: Just an update.

    Free Peoples of Middle-Earth

    Samwise Gamgee- Open
    The Shire

    Capital: Hobbiton
    Income: 3000
    Bonus: Starts with 75% Approval Rating
    Special Abilities: More likely to have more volunteers when issuing a call to arms.


    Narie Calafalas- Eirate_Rules
    Erebor (The Lonely Mountain)

    Capital: Erebor
    Income: 1500
    Bonus: Also receives 350 Mithril on each turn. (You may sell the Mithril.)
    Special Abilities: None

    Theoden- dontlookatmethatway
    Rohan

    Capital: Edoras
    Income: 1200
    Bonus: Starts with an extra Calvary Division
    Special Abilities: Gets Calvary Divisions half-off

    Gladriel- phantom_panther
    Lothlorien

    Capital: Lorien
    Income: 1500
    Bonus: Starts with an extra Archer Division
    Special Abilities: Gets Archer Divisions half-off


    Aragorn- Master_Burhead
    Gondor

    Capital: Minas Tirith
    Income: 1200
    Bonus: Starts with a Castle
    Special Abilities: Gets defenses half-off


    Forces of Darkness

    (You choose name)- Open
    Moria (Orcs)

    Capital: Khazad-dum
    Income: 2000
    Bonus: None
    Special Abilities: Able to purchase a Balrog, Misty Mountains make natural defenses


    Saruman- Despised1
    Isengard

    Capital: Orthanc
    Income: 1200
    Bonus: Starts with an extra Infantry Division, Starts with walls and gate
    Special Abilities: Gets Infantry Divisions half-off


    Raine Yubari- Darth_Joesha
    Rhun (Easterlings)

    Capital: Elannon
    Income: 2500
    Bonus: Starts with one extra infantry division
    Special Abilities: None

    (You pick name)- Open
    Harad (Haradrim)

    Capital: (You choose name)
    Income: 1500
    Bonus: Starts with a Mumakil Force
    Special Abilities: Able to purchase Mumakil

    (You Pick Name)- Open
    Umbar (Corsairs)

    Capital: Umbar
    Income: 2000
    Bonus: Starts with 2 corsair ships, Waterway Gate
    Special Abilities: Gets all ships half-off

    Murazor- Imperial_Hammer
    Country: Angmar

    Capital: Carn Dum
    Income: 1500
    Bonus: Receives (1) Special Unit - Barrow Wight - Every turn
    Special Abilities: Cold Weather around Angmar
  15. PRENNTACULAR VIP

    Member Since:
    Dec 21, 2005
    star 6
    *GM APPROVED*

    Name: Nargoth the Destructive
    Country: Moria (Orcs)
    Capital: Khazad-dum
    Income: 2000
    Bonus: None
    Special Abilities: Able to purchase a Balrog, Misty Mountains make natural defenses
    Age: Unknown
    Gender: Male
    Height: 6'5"
    Weight: 240 lbs.
    Eyes: Red
    Hair: Black, stringy
    Other Physical Traits: Muscly, Dirty, huge build
    Bio: Born into a respectable Orc family (if there is such a thing), Nargoth rose quickly through the ranks, and played the politics (If they exist) to rise to the top of the Orc clan. He is a ruthless ruler, and mercy is not in his vocabulay. Nargoth is feared by all orcs, and respected by most evil doers.

    Looking foward to this....
  16. Winged_Jedi Force Ghost

    Member Since:
    Feb 28, 2003
    star 4
    OOC: I'll take Umbar. PMing sheet now.
  17. Winged_Jedi Force Ghost

    Member Since:
    Feb 28, 2003
    star 4
    I am happy to announce that approval for the sheet below has been obtained from the GameMaster

    Name: Vladimor (King and Grand Admiral of Umbar)
    Country: Umbar
    Capital: Umbar
    Income: 2000
    Bonus: Starts with 2 corsair ships, Waterway Gate
    Special Abilities: Gets all ships half-off
    Age: 25
    Gender: Male
    Height: 5?9
    Weight: 159 lbs
    Eyes: Green
    Hair: Long, dark
    Other Physical Traits: Very slim in build and prone to sickness
    Bio:
    Though brave and a promising tactician, Vladimor was never the natural choice to rule over his people. However, with the deaths of his father and brothers at sea, the young poet and scholar has been forced to take up the throne.
  18. Jango10 Force Ghost

    Member Since:
    Sep 22, 2002
    star 5
    OOC: There are two approved players who have not posted their character sheets yet. Once they do...we will begin. :D
  19. Master_Burhead Jedi Master

    Member Since:
    Jan 1, 2005
    star 4
    OOC:
    Hurry up, I'm really looking forward to this game:D
  20. Eirate_rules Jedi Master

    Member Since:
    Jul 22, 2005
    star 4
    ~*~GM APPROVED~*~

    Name: Narie Calafalas
    Age: 27
    Gender: Female
    Height: 5 foot 9
    Weight: 150 pounds
    Eyes: Grey
    Hair: Red
    Other Physical Traits: Narie has a pale scar just above her right eye.
    Bio: Narie was born and raised in Gondor, but she fled to Erebor, searching for a slightly quieter life. She is a kind ruler, always giving back to her people. Since she has rulen Erebor, no orcs or Uruk-Hai have troubled her people.

    Erebor (The Lonely Mountain)
    Capital: Erebor
    Income: 1500
    Bonus: Also receives 350 Mithril on each turn.
    Special Abilities: None
  21. dontlookatmethatway Jedi Knight

    Member Since:
    Jul 5, 2005
    star 3
    So I was thinking, and I came up with some more territories. You can use them or not. (I am working off of the map that Despised1 posted)

    Enedwaith
    Minhiriath
    Forodwaith
    Arnor (Arnor actually extended to cover the Shire and Grey Havens, so I was thinking of the territory as just the area around the word "Arnor" on the map)
    Dagorland (It should be "Dagorlad", but that's a common misspelling)
    Harondor
    Khand
  22. phantom_panther Jedi Knight

    Member Since:
    Oct 26, 2005
    star 2
    Name: Rastev
    Country: Gladriel
    Lothlorien
    Capital: Lorien
    Income: 1500
    Bonus: Starts with an extra Archer Division
    Special Abilities: Gets Archer Divisions half-off
    Age: 936
    Gender: Male
    Height: 6'2"
    Weight: 190
    Eyes: blue
    Hair: blonde
    Other Physical Traits: scar that circles around his right forarm
    Bio: Born and riased in the woods of Lothorian, Rastev fought along side other elves and the men of the Last Alliance during the Second Age. He spent time in Rivendell to study history and attempted to court Arwen. Dispite his rebuff he still houses a fond affection for the elven princesess. His was made a comander after the fall of Sauron, his defining Tactic is his excellent use of Archers.




    Name:Gladriel
    ountryLothlorien
    Capital: Lorien
    Income: 1500
    Bonus: Starts with an extra Archer Division
    Special Abilities: Gets Archer Divisions half-off
    Age:eek:ver 2000
    Gender: Female
    Height: 6'1"
    Eyes: blue
    Hair: blonde
  23. Jango10 Force Ghost

    Member Since:
    Sep 22, 2002
    star 5
    GM Note

    Here are some new rules and updates:

    Leaders on the Battlefield

    The leader of your country may lead his or her troops into battle. Aside from being a great warrior, your leader will strengthen your armies' will to fight, thus making them better soldiers. Also, if a leader takes part in a great victory, their Public Image will increase.


    Places You May Take Over

    Fornost
    Income: 1000
    Bonus: No research required to build Rangers, gets 500 off of Ranger Division
    Other: Heavily Defended, the Capital of the Lands of Arnor

    Mount Gundabad
    Income: 1000
    Bonus: No research required to build Northern Orcs, gets 250 off of Northern Orc Division

    Annúminas
    Income: 1500
    Bonus: Access to Lake Evendim, The city is the Old Capital of the Lands of Arnor.

    The Entenmoors
    Income: 500
    Bonus: None

    Mount Gram
    Income: 300
    Bonus: 100 Mithril per turn, near the Entenmoors

    The Grey Mountains
    Income: 1000
    Bonus: Ability to Build Dragons

    North Downs
    Income: 500
    Bonus: None

    Weathertop
    Income: 0
    Bonus: Vastly augments the defense of any army stationed there

    Hills of Evendim
    Income: 500
    Bonus: None, Located outside of Annúminas

    Barrow Downs
    Income: 500
    Bonus: Allows for Wight Production by other evil forces, doubles production for those having wights

    Rivendell
    Income: 1000

    Amon Hen
    Income: 500

    Fangorn Forest
    Income: 2000

    Mirkwood
    Income: 1500

    Bree
    Income: 500

    Dunland
    Income: 1000

    Grey Havens
    Income: 0
    Bonus: All ships half off

    Druadan Forest
    Income: 1000

    Emen Muyil
    Income: 0
    Bonus: 250 Mithril

    Dwimorberg
    Income: 0
    Bonus: If taken you have control of the Army of the Dead. The Dwimorberg will be extremely difficult to take over, so make sure you are up to the task.

    (If you can think of any more countries then PM me with stats, I will approve the stats or make changes to them.)
    (The Difficulty of the Invasion depends on the income boost.)


    Updated Store

    Ground Troops

    Available to Forces of Darkness

    Infantry Division (1,000 troops): 1000
    Northern Orc Division* (1,000 troops): 500
    Uruk-Hai Division* (1,000 troops): 2500
    Warg Rider Division (500 troops): 1000
    Archer Division (200 troops): 500
    Balrog (Moria Orcs only): 5000
    Troll Division (100 Trolls): 2000
    Mumakil Force (10 Mumakil, Haradrim only): 2000
    Barrow Wight***: 2000


    Available to Free Peoples

    Infantry Division (1,000 troops): 1000
    Ranger Division* (1,000 troops): 2500
    Calvary Division (500 troops): 1000
    Archer Division (200 troops): 500


    Available to All Nations

    Dragon**: 5000

    *Only available after research, unless otherwise stated.
    **Only available to the Grey Mountains
    ***Only available to Angmar and Barrow Downs


    Navy

    Available to All Nations

    Corsair (Comes with 500 troops, these troops may not go on land. Use these troops to board enemy ships when having a naval battle.): 1000
    Troop Ship (holds 500 troops, these troops may not board enemy ships, although they can fight enemy boarders): 100
    Cargo Ships: 100

    (Siege equipment is to be transported on water by cargo ships. You cannot transport Mumakil or Balrogs. 25 trolls can fit on a troop ship at a time.)


    Siege Equipment

    Available to All Nations

    Siege tower (holds 500 troops): 250
    Battering Ram: 250
    Catapult (Mobile or Stationary to add to castle): 500
    Ladders: 25


    Defenses

    Available to All Nations

    Castle (comes with 1 infantry division, 1 archer division, 5 catapults): 5000 (Or 1000 Mithril)
    Watchtower (if an enemy is invading, you will know where before the attack): 1250 (Or 250 Mithril)
    Walls and Gate (builds walls around your land, builds a gate at every boarding country): 5000 (Or 1000 Mithril)
    Waterway Gate (to prevent enemy ships to enter your country): 1250 (Or 250 Mithril)

    The troops in the castle may not be transported t
  24. Master_Burhead Jedi Master

    Member Since:
    Jan 1, 2005
    star 4
    OOC:
    Does this mean that we can start?
  25. Darth_Vaders_cousin Jedi Grand Master

    Member Since:
    Nov 12, 2004
    star 5

    Name: Ice Lord (Great Lord) Nombre Esclave
    Country: Forochel
    --Bonus: Water warmed to creat legitimate port
    --Special Abilities: Troops can Navigate Icebay without damage
    Capital: Foroth
    Age: 56
    Gender: Male
    Height: 6'3"
    Weight: 180
    Eyes: Right- Ice Blue Left-White
    Hair: Balck/Greying
    Other Physical Traits: Scar running from above left eyebrow through left eye (making it white)
    Bio:

    Born and raised as a Warrior in the capital of Foroth, Nombre was a loyal soldier of the Ice Lord's army since the age of 13. Quick thinking and a strong leader, Nombre quickly rose through the ranks, and had reached the ranking of captain by age of 20. By 25 he was Major of the Lossoth's biggest force, and by 30 was Commander of the entire Lossoth Army. He led many battles against the enemies from across the sea and the lands above, and was known to ride his dog sled across the Icebay from battle to battle faster than any other soldier in the Lossoth Army.

    Though highly regarded as a stratigest, Commander Esclave was a great warrior as well, and beloved by all his troops. He always led his troops from the front line, and was know to say that if his men were going to risk their lives on the front lines to defend their country, then he would be there with them. This is largely why he is blind in his left eye, as he was wounded fighting a large warrior that was massacreing his men.

    For as long as any can remember, the Lossoth have been neutral in all battles until recently. Some attribute this to the elevation of Nombre Esclave to Ice Lord upon the previous Ice Lord's death, and say that the Warrior in him led him to what he felt was the winning side. Others say that his turn was due to an atrifact found during the construction of the port as the ice slowly melted, and that the orb found has some how driven him to war.

    Either way, the Lossoth are an underdog people out to take their rightful place in Middle Earth.

    *~Forces of Darkness~*

    Ice Lord Nombre Esclave
    Forochel (Snowmen of Forochel/Lossoth)[/b]
    Capital: Foroth
    Income: 2000
    Bonus: Water warmed to create legitimate port
    Special Abilities: Troops able to cross Icebay without damage

    [image=http://www.geocities.com/d_v_c1/map.jpg]
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