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Alterac Resurgent Sheet and Mechanisms

Jul 14th, 2020 (edited)
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  1. -The Headland, the town of Dawnholme
  2. Plains and Forest
  3. -Garside Homestead/Noble Manor
  4. -Town Hall
  5. -Farming Estates
  6. -Windmill
  7. -Herbalist's Hut
  8. -Hunting Lodge
  9. -Barracks
  10. -Scout Towers
  11. -Lumbermill
  12. -Improved Blacksmith
  13. -Stables
  14. -Leatherworker's Workshop
  15. -Dungeon
  16. -Warehouse for goods
  17. -Alliance Garrison
  18. -Prisoner Camp
  19.  
  20. -Southern Alterac Mountains
  21. Mountains, Silver and Lead Ore
  22. -Silver and Lead Mine Complex
  23. -Scout Tower
  24.  
  25. -Darrow Hill
  26. Plains and Forest, Iron Ore
  27. -Herbalist's Hut
  28. -Hunting Lodge
  29. -Farms
  30. -Iron Mine
  31. -Leatherworker's Workshop
  32. -Lumbermill
  33. -Windmill
  34.  
  35. -Gavin’s Naze
  36. Plains and Forest
  37. -Herbalist's Hut
  38. -Hunting Lodge
  39. -Farms
  40. -Lumbermill
  41. -Leatherworker's Workshop
  42. -Windmill
  43.  
  44. -Sofera's Naze
  45. Plains and Forest
  46. -Hunting Lodge
  47. -Farms
  48. -Lumbermill
  49. -Leatherworker's Workshop
  50. -Mercenary Camp
  51.  
  52.  
  53. -Strahnbrad Hills
  54. Forest, Oil
  55. -Hunting Lodge
  56. -Farms
  57.  
  58. Troops:
  59. Total: 55 Footmen, 40 Pikemen, 50 Archers, 20 Crossbowmen, 5 Knights, 45 Bandit Rogues, 40 City Guards (Dawnholme)
  60. -10/10 Elite Royal Foot Guards
  61. -20/20 Veteran Footmen
  62. -10/10 Elite Archers
  63. -30/30 Regular Archers
  64. -20/20 Kul Tiran Swashbucklers, Regular Pikemen
  65. -4/5 Knights of Gravis, Regular Knights
  66. -15/15 Benedict's Blood Alley Boys, Veteran Footmen
  67. -20/20 Regular Pikemen
  68. -10/10 Veteran Archers
  69. -15/15 Sir Alan Radan's Men, Regular Bandit Rogues
  70. -20/20 Lyion's Rogues, Regular Bandit Rogues
  71. -20/20 Veteran Crossbowmen
  72. -10/10 Regular Footmen
  73. -10/10 Regular Bandit Rogues
  74. -40/40 City Guards
  75.  
  76. Vassals and Allies:
  77. Total: 50 Footmen, 30 Archers, 20 City Guards
  78. -20/20 Green Footmen, Stonedon, vassal
  79. -20/20 Green Footmen, Tarren Mill, ally
  80. -20/20 Green Archers, Tarren Mill, ally
  81. -20/20 City Guards, Tarren Mill, ally
  82. -10/10 Regular Footmen, Barov Estate, friend
  83. -10/10 Regular Archers, Barov Estate, friend
  84.  
  85. Troops on deployment:
  86. Strahnbrad Hills
  87. -5/5 Veteran Footmen
  88. -10/10 Regular Footmen
  89. -15/15 Regular Archers
  90. -20/20 Lyion's Rogues, Regular Bandit Rogues
  91.  
  92.  
  93. Specialists hired:
  94. -Jon Boyd, Pyromancer
  95. -Luke Williams, Arcanist Bodyguard
  96. -Madam Judy Martin, Naturalist
  97.  
  98. Resources:
  99. 0 Wealth
  100. 4 Supplies
  101. 315 Peasants
  102.  
  103. Gained Per Season
  104. 15 Wealth
  105. +0 Supplies
  106.  
  107. Wealth is the combined value of all currency, trade goods and items that you can sell. With Wealth you can train troops, build new structures to your holdings and upgrade them.
  108.  
  109. Supplies represent equipment, food, arms and armour etc. that are used every day.
  110.  
  111. Peasants are free workers who don't yet have a job. Peasants are used to build structures and upgrade them. They are also used to train troops from. If you have Peasants that doesn’t mean that they are idle, they are doing odd jobs while waiting for proper work.
  112.  
  113. You may exchange Wealth to Supplies with 1:1 rate and Supplies to Wealth with 1:1 rate.
  114.  
  115. Troop Explanation
  116.  
  117. Troops have four levels of veterancy. Green, Regular, Veteran and Elite. Veterancy levels explain the quality of the troops, their ability to fight and their morale. Troops that have fought in battle can have their veterancy level raised.
  118.  
  119. -Militia
  120. Peasants who have taken up some arms and armour and are willing to defend their homes. Poor in combat, but can overwhelm the enemies in combat with pure numbers.
  121.  
  122. -City Guard
  123. A step above the militia. Armed and armoured with halberds and bits of plate and mail. Effective in groups and to uphold law.
  124.  
  125. -Footmen
  126. Basic soldiers armed with sword and shield and armoured with plate and mail. Effective when in groups or formation
  127.  
  128. -Pikemen
  129. Basic soldiers armed with a pike and secondary weapon and armoured with plate and mail. Effective when in groups or formation
  130.  
  131. -Bandit Rogues
  132. Bandit Rogues are hybrid melee and ranged infantry. Armed with swords, axes and javelins and armoured with mail. The Bandit Rogues excel at skirmishing and ambushing their enemies.
  133.  
  134. -Archers
  135. Basic ranged troops. Have light armour and longbows. Excel in massed volleys.
  136.  
  137. -Crossbowmen
  138. Basic ranged troops. Have light armour and crossbows. Slower rate of fire than Archers, but far better armour penetration.
  139.  
  140. -Handgunners
  141. Specialised ranged troops. Have light armour and matchlocks. Slow rate of fire, but excellent armour penetration. Ineffective in rain.
  142.  
  143. -Rocket troops
  144. Rocket troops are specialist ranged troops. They fire volleys of rockets to seven hundred yards away. Cannot defend themselves in melee. Inaccurate, but can saturate the target with shrapnel. Terribly noisy and causes fear in the enemies. Excel in massed volleys.
  145.  
  146. -Mounted Sergeants
  147. Light cavalry of the Alliance. Carry spear and shield and armoured with half-plate. Poorman’s Knights as they lack the charge strength, comparable to mounted Footmen. Excels as scouts and flankers.
  148.  
  149. -Knights
  150. The heavy hitters of Alliance. Extremely well trained and equipped. Most devastating thing the Alliance can put on the battlefield. Charge from Knights is rarely resisted by normal foes.
  151.  
  152. Troop Prices
  153.  
  154. -10 Militia, 0 Wealth, 10 Peasants, Requires Barracks or Town Hall
  155. -10 Footmen, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season
  156. -10 Pikemen, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Lieutenant Beckston to train them
  157. -10 Bandit Rogues, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Sir Radan to train them
  158. -10 Archers, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season
  159. -10 Crossbowmen, 2 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Barracks
  160. -10 Handgunners, 3 Wealth, 10 Peasants, Upkeep 2 Supply per Season, Requires Barracks, Gunsmith's Workshop
  161. -10 Rocket troops, 4 Wealth, 10 Peasants, Upkeep 3 Supply per Season, Requires Krix Wiklish to train them
  162. -5 Mounted Sergeants 4 Wealth, 5 Peasants, Upkeep 2 Supply per Season, Requires Stables and Barracks
  163. -5 Knight, 10 Wealth, 5 Peasants, Upkeep 3 Supply per Season, Requires Stables and Castle
  164. -20 City Guards, 1 Wealth, 20 Peasants, No Upkeep
  165.  
  166. All troops are trained at Regular veterancy level. When training troops, you may upgrade or downgrade the troops with following price changes, rounding up:
  167.  
  168. Green -50% Wealth cost
  169. Veteran +100% Wealth cost
  170.  
  171. Training new troops always takes a season to finish, but troops in training can defend themselves at Green veterancy.
  172.  
  173. Troops who have taken very light casualties get automatic reinforcements to be at full strength at the start of next season. Troops that have taken heavy casualties require you to spend Peasants to reinforce them fully.
  174.  
  175. Elite troops can be upgraded into Epic units. Epic troops are the best of the best, but after being upgraded, they cannot be reinforced if they take casualties. The cost to upgrade Elite troops into Epic troops is +200% Wealth of the base cost, rounding up.
  176.  
  177. Elite Footmen ---> Royal Foot Guards, these footmen hold both a ceremonial and protective role. Renowned footmen of Alterac who were handpicked from the most promising footmen available in Alterac.
  178.  
  179. Elite Archers ---> Alteraci Rangers, best archers and outdoorsmen in Alterac were recruited into this small organisation. Alteraci Rangers patrolled the mountains and hidden passes keeping the Kingdom safe.
  180.  
  181. Spies and informants
  182.  
  183. Lady Nalice and Eligius are recruiting spies and informants from loyal Alteracis and from your soldiers.
  184.  
  185. 5 Recruits
  186. Sahvan
  187.  
  188. Mercenaries
  189.  
  190. Mercenaries are troops that have usually higher hiring cost and upkeep. The upkeep can be either Wealth or Supply, or even both in some cases. Mercenaries are troops that are always ready, if hired at the start of the season, they are immediately available. What mercenaries are available for hire depends on who is nearby, is there anything special going on and how well known Alric is.
  191.  
  192. Mercenaries don't get reinforcements at the start of a new season regularly.
  193.  
  194. Available Mercenaries:
  195. -Farsteel Steppe Clan, 20 Regular Steppe Cavalry, 6 Wealth, Upkeep 2 Supply Per Season
  196. -Stonemason Mercenaries, 30 Regular Bandit Rogues, Drudgemoor, Morgan, Surena Caledon. 3 Wealth, Hired only for one Season at time.
  197.  
  198.  
  199. Mages for hire:
  200. -None
  201.  
  202. Krix Wiklish investments and inventory:
  203. Krix Wiklish can build you the things and gadgets you require, but first he needs some investment. With the goblin attention span being short, you don’t exactly know what you will get when you invest in their work. By giving more Wealth to Krix Wiklish, more potential items and weapons can be purchased.
  204.  
  205. Investments: 12 Wealth
  206.  
  207. Inventory:
  208. -Geared Speed Regulator, +1 Supply per Windmill or Mine in your control
  209. -Goblin rockets, allow recruitment of Rocket Troops
  210.  
  211. Wiklish is preparing to work on the oil rig
  212. Wiklish is working on industrial tools and equipment
  213.  
  214. Arms and armour can be bought for your officers and other named characters.
  215.  
  216. Offered armour from Southshore:
  217. >Half-plate, 1 Wealth, lighter and nimbler armour on level of normal footmen armour
  218. >Full-plate, 1 Wealth, better protection than standard armour of footmen
  219. >Knightly plate, 3 Wealth, good protection and suitable for knights on horseback
  220. >Masterwork plate. 5 Wealth, really good protection with good mobility of the lighter armours
  221.  
  222. Melondras' offerings:
  223. >Melondras’ Masterwork Armour, 10 Wealth, masterwork armour made to fit the user perfectly. The best there is, the best there was, the best there ever will be.
  224.  
  225. Garrick Blacksteel’s offering:
  226. >Masterwork Dark Iron Armour, 5 Wealth, masterwork armour which is heavier than equivalent human plate mail, but provides better protection.
  227. >Dark Iron Arms and Armour, 3 Wealth, well-crafted armour fit for human soldiers that is superior to other armours outside of masterworks. Built in sets of ten.
  228. >Dark Iron Firelances, 5 Wealth, superior long-range jezzails for Handgunners. Very accurate and disregards armour. Built in sets of ten.
  229.  
  230. Southshore shipyards:
  231.  
  232. -Trade Cog
  233. Small ship for coastal and riverine trade. Good for moving goods and men around, but are poor fighting ships.
  234.  
  235. -Arrow Cog
  236. Small ship for coastal and riverine warfare. Raised forecastle gives arches a good line of fire and the trained sailors can defend their ship as well.
  237.  
  238. -Trade Carrack
  239. Small ocean worthy trade ship. Good at moving large amounts of goods for long distances. Can defend itself, but aren't suitable for true warfare.
  240.  
  241. Ship costs:
  242. -Trade Cog, 10 Wealth, 10 Peasants, Upkeep 5 Supply per Season
  243. -Arrow Cog, 15 Wealth, 20 Peasants, Upkeep 7 Supply per Season
  244. -Trade Carrack, 30 Wealth, 40 Peasants, Upkeep 10 Supply per Season
  245.  
  246. Holding Upgrade Types:
  247.  
  248. Garside Homestead, +1 Supply per Season, Special
  249. Your home since fall of the Kingdom of Alterac. Can be upgraded to Noble Manor.
  250.  
  251. Noble Manor, +2 Supply per Season, Leadership bonus
  252. A fitting home for a noble in the countryside. Can be upgraded to Fortified Noble Manor.
  253.  
  254. Fortified Noble Manor, +2 Supply per Season, Leadership bonus, Defence bonus.
  255. A fitting, but fortified home for a noble in the countryside.
  256.  
  257. Farms, +1 Supply per Season, Autumn harvest
  258. Basic farms of the peasants. Produces few trade goods and single harvest once a year. Can be upgraded to Improved Farms
  259.  
  260. Improved Farms, +2 Supply per Season, Autumn harvest
  261. Improved farms for the peasants, Produces more trade goods and a better harvest once a year. Can be upgraded to Farming Estates.
  262.  
  263. Farming Estates, +4 Supply per Season, Autumn harvest
  264. Well built, maintained and organized farms. Produces a lot of trade goods and a plentiful harvest once a year.
  265.  
  266. Farms produce a harvest after every autumn season. Each harvest produces 1d6 Wealth. For example 3 Farms would produce 3d6 Wealth. For harvest to happen, the farm has to be operational at the start of the Spring season. Harvest represents the taxes and profits gained from the farmers.
  267.  
  268. Improved Farms give +1 to the harvest Wealth
  269. Farming Estates give +3 to the harvest Wealth
  270.  
  271. Windmill, +1 Supple per Season, Produces high quality flour
  272. A purpose built windmill to avoid wastage during the milling process.
  273.  
  274. Lumbermill, +1 Wealth per Season, Produces lumber
  275. Harvests lumber from the woods and turns them into logs for further production. Can be upgraded to Sawmill.
  276.  
  277. Sawmill, +2 Wealth per Season, Produces planks
  278. Harvests lumber from the woods and turns the lumber into planks. Can be upgraded to Powered Sawmill.
  279.  
  280. Powered Sawmill, +3 Wealth per Season, Produces planks
  281. Harvests lumber from the woods and turns the lumber into planks. Is powered with high quality Dwarven steam power.
  282.  
  283. Herbalist’s Hut, +1 Supply per Season, Produces simple medicines
  284. Herbalisms has been important part of the human culture for thousands of years. Even with modern magic making healing easier, not all villages have access to that. For them herbalists are best they can get. Can be upgraded to Alchemist’s Hut
  285.  
  286. Alchemist’s Hut, -1 Supply per Season, Produces potions and potent medicines
  287. Alchemist’s require fresh intake of supplies for their potions. To make the strongest potions, you need multiple different herbs. Can be upgraded into Alchemist’s Workshop.
  288.  
  289. Alchemist’s Workshop, -3 Supply per Season, Produces strong potions and potent medicines
  290. A Master Alchemist requires a workshop to work in. From there the Alchemist can make the most deadly poisons and most potent healing potions.
  291.  
  292. Hunting Lodge, +1 Supply per Season
  293. Hunters have these small lodges scattered around the woods. As they wander around the forests, they use these as shelter before they return with their caught prices. Can be upgraded into Leatherworker’s Workshop
  294.  
  295. Leatherworker’s Workshop, +1 Supply and +1 Wealth per season
  296. The hunters continue to bring skins and furs to the leatherworkers who make them into clothing and sell them for some profit.
  297.  
  298. Blacksmith, +1 Supply per Season
  299. A simple blacksmith beating plate back in shape, making nails and resharpening tools and swords. Can be upgraded into Improved Blacksmith.
  300.  
  301. Improved Blacksmith, +2 Supply per Season, Improved arms and armour
  302. Improved workshop for the blacksmiths to work in. Results in better equipment for your troops. Can be upgraded into a Foundry.
  303.  
  304. Foundry, +2 Supply per Season, Masterwork arms and armour.
  305. High quality foundry allows the blacksmiths to shape the materials in a way that in normal workshops you couldn’t. This results in masterwork level of quality.
  306.  
  307. Gunsmith's Workshop, -2 Supply per Season, allows the production of matchlocks for Handgunners
  308.  
  309. Ore Mine, +X Wealth per Season, Accidents can happen
  310. Simple mine for the miners to work in. Produces low quantities of ore. Can be upgraded into Ore Mine Complex.
  311.  
  312. Ore Mine Complex, +X Wealth per Season, Accidents will happen rarely
  313. Well maintained mine for the miners to work in. Produces average quantities of ore. Can be upgraded into Deep Ore Mine Complex.
  314.  
  315. Deep Ore Mine Complex, +X Wealth per Season, Accidents can happen
  316. A mine complex that digs very deep. Produces large quantities of ore, but is more dangerous to work in than normal mine complex.
  317.  
  318. Wealth gained from mines depends on the ore mined. The Wealth gained here are for normal Mines, with Mine Complex doubling them and Deep Mine Complex tripling them.
  319.  
  320. Copper, Tin and other lesser metals +1
  321. Iron +2
  322. Coal +2
  323. Mithril +3
  324. Thorium +4
  325. Silver +4
  326. Gold +5
  327. Gems +6
  328.  
  329. Stables, -1 Supply per Season, 10 horses
  330. Stables provide enough space for 10 horses. Can be upgraded to Major Stables.
  331.  
  332. Major Stables, -2 Supply per Season, 20 horses
  333. Major Stables provide enough space for 20 horses. Can be upgraded to Grand Stables
  334.  
  335. Grand Stables, -3 Supply per Season, 40 horses
  336. Grand Stables provide enough space for 40 horses.
  337.  
  338. Mustering Field, -1 Supply per Season, allows training of troops
  339. Training place for the soldiers. Troops gather there to train and wait for further orders. Can be upgraded into Barracks.
  340.  
  341. Barracks, -2 Supply per Season, allows training of troops
  342. Large structure where the soldiers live when not soldiering outside. Has armouries and other important facilities inside it.
  343.  
  344. Town Hall, Governing bonus
  345. Central structure in all towns. Number of clerks and other paperpusher's work here to keep everything in order.
  346.  
  347. Keep, Governing bonus, Defence bonus
  348. Improvement from the defenceless Town Hall. Nobles usually use Keeps as their homes if Noble Manors aren’t available. Can be upgraded into Castle
  349.  
  350. Castle, Governing bonus, Large Defence bonus, Leadership bonus
  351. Castles project power into a large area. They are a perfect home for martially inclined nobles. From the Castle they can defend and govern large territory easily.
  352.  
  353. Scout Tower, Defence bonus
  354. Scout Towers allow the defending troops to spot the enemy from far distances allowing the defenders to be ready. Can be upgraded to either Guard Tower or Cannon Tower.
  355.  
  356. Guard Tower, Large Defence Bonus
  357. Guard Tower has a number of crossbow armed guards inside it. These crossbows can then engage both ground and air targets. Simple upgrade over Scout Tower.
  358.  
  359. Cannon Tower, Huge Defence Bonus
  360. Cannon Tower has a cannon on a rotating platform on top of it. This great weapon can defeat any enemy that comes to its range. Can engage only ground targets.
  361.  
  362. Town Walls and Gate
  363. Low walls to keep ruffians and other unwanted people away with a simple gate to provide entry. Can be upgraded into City Walls and Gates
  364.  
  365. City Walls and Gates
  366. Heavier set of walls circle the city. Tall and strong enough to withstand siege weapons and to allow troops moving on them.
  367.  
  368. Abbey
  369. A place of worship. Holy Light is venerated here. Big enough for small towns. Can be upgraded into Church.
  370.  
  371. Church
  372. A place of worship. Holy Light is venerated here. Big enough for towns and small cities. Can be upgraded into a Cathedral.
  373.  
  374. Cathedral
  375. A place of worship. Holy Light is venerated here. Cathedrals are huge buildings with enough space for thousands of people. Only the greatests of cities have them.
  376.  
  377. Mercenary Camp
  378. Place where mercenaries collect to camp and winter from time to time. Allows hiring of more diverse set of mercenaries.
  379.  
  380. Holding Upgrade Prices and Requirements:
  381.  
  382. -Farms, 5 Wealth, -10 Peasants, Requires plains or farmlands
  383. -Improved Farms, 5 Wealth, -10 Peasants, Requires plains or farmlands
  384. -Farming Estates, 8 Wealth, -10 Peasants, Requires plains or farmlands
  385. -Windmill, 5 Wealth, -5 Peasants, Requires Farms
  386. -Noble Manor, 8 Wealth, -5 Peasants
  387. -Fortified Noble Manor, 15 Wealth
  388. -Lumbermill, 4 Wealth, -10 Peasants, Requires forests
  389. -Sawmill, 8 Wealth, -10 Peasants, Requires forests
  390. -Powered Sawmill, 10 Wealth, Requires Dwarven expertise, Requires forests
  391. -Herbalist’s Hut, 5 Wealth, 5- Peasants, Requires forests
  392. -Alchemist’s Hut, 12 Wealth, -5 Peasants, Requires forests
  393. -Alchemist’s Workshop, 15 Wealth, Requires Master Alchemist, Requires forests
  394. -Hunting Lodge, 3 Wealth, -5 Peasants, Requires forests
  395. -Leatherworker’s Workshop, 5 Wealth, -10 Peasants
  396. -Blacksmith, 8 Wealth, -5 Peasants
  397. -Improved Blacksmith, 10 Wealth, -5 Peasants
  398. -Foundry, 20 Wealth, -10 Peasants, Requires a Master Smith
  399. -Gunsmith's Workshop, 10 Wealth, -10 Peasants, Requires Foundry, Alchemist’s Workshop
  400. -Mine, 5 Wealth, -30 Peasants, Requires found ore
  401. -Mine Complex, 20 Wealth, -50 Peasants, Requires found ore
  402. -Deep Mine Complex, 20 Wealth, -50 Peasants, Requires Dwarven expertise, Requires found ore
  403. -Stables, 5 Wealth, -5 Peasants
  404. -Major Stables, 10 Wealth, -5 Peasants
  405. -Grand Stables, 10 Wealth, -5 Peasants
  406. -Mustering Field, 3 Wealth
  407. -Barracks, 10 Wealth, -10 Peasants
  408. -Town Hall, 20 Wealth, -5 Peasants, Requires village or town
  409. -Keep, 20 Wealth, -10 Peasants, Requires town or city
  410. -Castle, 30 Wealth, -10 Peasants, Requires town or city
  411. -Scout Tower, 4 Wealth
  412. -Guard Tower, 10 Wealth, -10 Peasants
  413. -Cannon Tower, 20 Wealth, -10 Peasants
  414. -Town Walls and Gate, 12 Wealth, Requires a town or a city
  415. -City Walls and Gate, 18 Wealth, Requires a city
  416. -Abbey, 15 Wealth, Requires a town
  417. -Church, 15 Wealth, -5 Peasants, Requires a town or a city
  418. -Cathedral, 15 Wealth, -5 Peasants, Requires a city
  419.  
  420. Holding Terrain Types
  421. Colour Codes:
  422. Blue, Kingdom of Lordaeron
  423. Purple, Dalaran
  424. Orange, Prince Alric
  425. Red, The Syndicate
  426. White, Dwarves
  427. Brown, Crushridge Ogres
  428. Grey, Unknown or unclaimed
  429. Light Blue, Frostwolf Clan
  430.  
  431. 1. Dalaran, City, Special
  432. 2. Lordamere Fields, Farmlands, Forest
  433. 3. Misty Shore, Farmlands, Forest
  434. 4 .Hillsbrad Fields, Town, Farmlands, Forest
  435. 5. Azureload Mine, Iron Ore
  436. 6. Western Strand, Farmlands
  437. 7. Southshore, Town, Farmland
  438. 8. Central Hillsbrad Foothills, Farmlands
  439. 9. Tarren Mill, Town, Forest, Farmlands
  440. 10. Gavin’s Naze, Forest, Farmlands
  441. 11. Darrow Hill, Forest, Farmlands
  442. 12. The Headland, Forest, Farmlands
  443. 13. Sofera’s Naze, Forest, Farmlands
  444. 14. Strahnbrad Hills, Forest, Oil
  445. 15. Eastern Strand, Farmlands
  446. 16. Dun Garok, Dwarven Hold
  447. 17. Durnholde Keep, Forest, Farmlands
  448. 18. South Durnholde Hills, Forest
  449. 19. North Durnholde Hills
  450. 20. Western Hinterlands
  451. 21. Chillwind Pass
  452. 22. Eastern Alterac Hills
  453. 23. Southern Alterac Mountains
  454. 24. South-Western Alterac Mountains
  455. 25. North-Western Alterac Mountains
  456. 26. North Alterac Mountains
  457. 27. Gallow’s Corner, Forest
  458. 28. Southern Alterac Valley, Forest, Farmlands
  459. 29. Central Alterac Valley
  460. 30. Ruins of Alterac
  461. 31. Northern Alterac Valley, Forest, Farmlands
  462. 32. Strahnbrad, Town, Forest, Farmlands
  463. 33. The Uplands, Forest, Farmlands
  464. 34. Eastern Uplands Hills, Forest
  465. 35. Western Uplands Hills, Forest
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