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Sorgina

Pyrène MA · National · size 3

Used byMiddle AgePyrène

verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

Values from game data unless a chip says otherwise.

HP
10
PROT
0
MOR
13
MR
16
STR
9
ATT
10
DEF
12
PREC
12
ENC
3
Size
3
Move / AP
22 / 12
Gold
? not verified
Resources
1
Recruitment points
? not verified
Upkeep
? not verified
Leadership
20 (magic 50) (undead 20)

Weapons

Weapons carried by Sorgina
WeaponDamageAttDefLengthFlags
Dagger111100pierce

Damage includes the unit's strength and Att its attack skill, as the Dom 6 Inspector shows them.

Armour, by protected zone

Head
— none
0
Body
— none
0
Arms
— none
0
Legs
— none
0

Armour worn

None

Description

The Sorginak were once witch-priestesses of the Ancient Ways. Allied with the Jentilak since ancient times they embraced the Bekrydes when these cave-dwellers emerged to the surface world. For centuries they guided the Bekrydes on their endeavors on the surface world. But this changed with the war against Abysia. The giants became fewer and fewer, and with the battle for Pyrène itself the last of the Jentilak died and the Sorginak were scattered and fled from their sacred Mount Anboto. At this time arrived the Akerbeltz, the Black Goats of the woods. Reminiscent of the Pandemoniacs of Pangaea they seduced the Sorginak and initiated them in the use of blood magic. With their newfound powers the Sorginak approached their former allies and offered their services once more. Long lasting exposure to abysian ways had prepared the nation for the gruesome practices of blood magic and the kings and nobles of the kingdom accepted the powers offered by the Sorginak. Now the Sorginak and their dark masters shape the future of the growing kingdom. The Sorginak have lost some of their powers over storms and the wild, but their tutelage under the Black Goats have made them accomplished blood mages able to call upon infernal powers. They still have the knowledge to make flying ointments and shapeshift.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

F1A2B2

Terms on this page

Generated from the terms used above. This block is what prints.

hit points
How much damage a unit can take before it dies. Damage that gets past its protection comes off hit points, and a unit at zero is dead. Big creatures usually have many more than ordinary soldiers. · Full article · back to text
protection
What stands between a unit and a blow, from its armour plus any natural protection of its own. The defender adds a DRN to it, and a hit wounds only when the damage total is higher, so a tie does nothing. · Full article · back to text
morale
A unit's nerve. Fear, losses and a fallen commander test it, and a unit that fails can break and flee. Higher morale holds the line longer; blessings, items and good leaders can raise it. · Full article · back to text
magic resistance
A unit's defence against spells that can be resisted. The target adds a DRN to it, the caster adds one to its penetration, and the caster wins a tie. · Full article · back to text
strength
Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. · Full article · back to text
attack skill
How well a unit lands blows. The attacker adds a DRN to its attack skill and the target adds one to its defence skill; the blow lands only if the attacker's total is higher. · Full article · back to text
defence skill
How hard a unit is to hit. The defender adds a DRN to its defence skill, and a blow that does not beat that total misses, so a tie goes to the defender. Shields and some abilities add to it. · Full article · back to text
precision
How accurately a unit shoots or throws. Low precision lets missiles drift off the target; high precision keeps them on it. It matters most for archers and for spells that must be aimed. · Full article · back to text
encumbrance
The weight of a unit's armour and gear. Every point tires the unit faster in battle, and a tired unit fights worse. Light troops carry little; heavy armour carries a lot. · Full article · back to text
size
How big the unit is, from small to giant. Size affects how much room a unit takes in battle and how easy it is to hit, and some effects work only on units of certain sizes. · Full article · back to text
map move
How many movement points a unit has on the strategic map each turn. Difficult terrain costs more of them, and an army moves at the speed of its slowest member. · Full article · back to text
action points
Combat speed: how far a unit can move in a round of battle. Fast units reach the enemy, or escape it, before slow ones. · Full article · back to text
gold cost
What a unit costs in gold to recruit. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
resource cost
The equipment a unit needs. It is taken from the province's resources, which are not saved from one turn to the next, so a province with few resources cannot arm many heavy units. · Full article · back to text
recruitment points
How much of a province's recruitment capacity a unit uses. A province can train only so many of the better units in one turn. · Full article · back to text
upkeep
The recurring cost of keeping a unit in service. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
leadership
How many troops a commander can lead, counted separately for ordinary, magical and undead troops. A good leader steadies the line; a force without a qualified leader tends to break. · Full article · back to text
Forest survival
Crosses forest provinces without the movement penalty other units suffer there. · back to text
Mountain survival
Crosses mountain provinces without the movement penalty other units suffer there. · back to text
Darkvision
Sees in the dark: the value is the share of the darkness penalty it ignores. · back to text
Flying
The unit flies, so it can cross terrain that blocks walkers. · back to text
Flies in storms
The unit can keep flying during storms. · back to text
Female
Immune to being charmed by the Succubus; commanders with this flag get feminine names. · back to text

Art: Illwinter Game Design, via Dom6 Inspector

Last updated 2026-10-01 by Data importVerified for 6.37 (current)

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