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West Flamecrest Sea (3 / 10)

Interactive Map

Description

Realm Points Granted to Controller: 3
Realm Points Required to Invade: 10

The searing waters and rocky shores of the West Flamecrest Sea are the perfect hunting ground for privateers. Whether in isolated coves or knowing the routes about hidden sandbars beneath the boiling waves, pirates lurk. Dozens of armies which cross the treacherous waters have fallen for a luring sail in the distance, chasing they find themselves beached, their hulls cut by rocks or a great serpent crushing their hulls. Meanwhile, the cunning plunderers wait until the deed is done to take what treasure is to be found.

There are those who know of the sea's reputation and seek out the pirates for safe passage. A handsome donation to their coffers will always see a ship travel safely, and repeat customers will find the pirates' loyalty can absolutely be purchased. The dangers of wyrms, flame serpents, and charybdis remain, however, and even the most skilled scoundrel will eventually be claimed by the sea's cruelty.


Rules

Here there be Dragons — At the beginning of each hero phase both players roll a d6. If they are the same result nothing happens. Otherwise the winner randomly selects one enemy unit, which then suffers a number of mortal wounds equal to the difference in the rolls.

Privateers Await {r} Whoever controls this territory has the ally limit for their army raised to 50% of their starting army cost.