Southern Gondor
Celdrahil
Below you will find information on the starting set-up for Southern Gondor 1650.
Special Abilities
1.New recruits start with a training rank of 20.
Hex # 2626 - 300HI, 900LI
Bold= Capital
2.Armies without food lose 1-2 morale points when moving (2-5
points when force marching)
3.Fortifications are built at 50% of the listed timber cost.
4.New mages can start with a skill rank of 40.
Starting Forces
Hex # 2628 - 300HC, 300LC, 600HI, 600LI
Hex # 2527 - 300HI, 600AR, 300MA 10W, 5T
Hex # 2227 - 600HI, 1800LI 20W, 10T
Hex # 2227 - 300HC, 600LC, 600HI, 300LI 20W, 10T
Pop Centers
Italic= Hidden
Name
Hex
Size
Fortifications
Docks
Calembel
�
Cirith Dunrandir
�
Dol Amroth
Port
Endil
Harbor
Ethring
�
Fanuilond
Harbor
Glanhir
�
Linhir
Harbor
Minas Brethil
�
Morthondost
�
Nan Requian
�
Rendul
�
Sarlond
�
| Name | Command | Agent | Emissary | Mage | Stealth | Challenge | Artifacts |
|---|---|---|---|---|---|---|---|
| Argirion | 50 | � | � | � | � | 50 | � |
| Baranor | 30 | � | � | � | � | 30 | 114 |
| Belechael | 30 | � | 20 | �� | � | 32 | � |
| Camlin | 50 | � | � | � | � | 50 | � |
| Celdrahil | 60 | � | 10 | � | � | 61 | 85 |
| Dunsul | 50 | � | � | 10 | � | 51 | � |
| Marahil | 10 | 10 | 20 | � | � | 14 | 4 |
| Saerol | � | � | 10 | 40 | � | 41 | � |
Map
2023 - 2823
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