GstNES: Beleriand: 1st Age: Elves vs. Morgoth

Gelion

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THE GAME
Well here it is :), my attempt to make a NES in the Middle Earth universe created by JRR Tolkien. There were a number of attempts on a Tolkien’s NES before, so I decided to try a little different approach to them to make the game more enjoyable. I changed some of the “standard rules” to make the game “fit” into the “universe”. This NES will be in a way unique, because of the change of rules, and also because of the enormous amount of information available on this fantasy universe. I really have my heart on this NES and if you are interested I promise to make this one work and work good :). The only thing I ask of you is commitment.

The game itself will start shortly after the Noldor have returned to Beleriand (2nd Age). Those who don’t know what I’m talking about should skip to “Short History of the Arda”. First part of the game those players who have chosen Noldor Nations will have to find themselves a place to settle. Those who pick nations that already are established in Beleriand just start. The storyline should evolve around Elves withstanding against the power of Morgoth, but it is really up to the players.

LORE
Note that the NES is based on the book Silmarillion by Tolkien and NOT Lord of the Rings. Knowledge of the book is not necessary, but very encouraged. For those who do not know the lore I recommend to read the book :p, but I realize its not possible in a short time. I made a short history and encyclopaedia just below the rules as well as links to sites where you can learn more of the lore if you wish. It you don’t read this all I ask is to try to fit into the lore (by guessing) and things should go fine.

RULES/SETUP
Population/Nations/Nationality

This is the new bit. Population represents a number of people able to work in your nation. The quantity and quality of your production is determined by the number your population and nationality(ies). Population in this sense works as a substitute for “economy”. Population grows automatically in good conditions and decreases in time of disasters. You can population to work towards a goal each turn. This can be manufacturing weapons (for a certain number of special soldiers), work on a wonder, live happily (increases population even more than usual), build ships or siege engines, smith weapons or armor, work towards prosperity (increase treasury gold) and so on. Types of orders are only restricted by the lore. Just tell me exactly want to do. Note: When you raise an army your population decreases.

Nationality is a linguistic, racial and cultural division of your people. In the beginning your nation should consist of only one nationality, but with time you might find more people joining your nation even of a different race (by the way the word “people” means “intelligent beings” :) to avoid confusion). Some may assimilate into your nation some will never assimilate. Different nations and races have different nation abilities.

Some nations or races are better at some things than others. Dwarfs are generally better at mining and weapon-smiting, elves are better archers and scholars. You get the picture. Abilities can be acquired randomly (living background/terrain specifics) or lost (plague, war, skills not used). They affect your productivity and army performance as well as some other areas. Abilities can also be acquired through wonders/projects. Abilities generally apply to a dominant nation (esp. those acquired by wonders).

Projects and Arfifacts
Work like in other NESes, but are restricted by Lore and the game universe. You can work on new weapons, domesticating animals, or new nation abilities. Projects are measured in people work 5 years :). For example “Great Karantir Wall” may cost 120000 of people working for 5 years (1 turn). If you have less people it will take longer than one turn. This may persuade you to hire workers. Projects also include artifacts.

Artifacts can appear at random and can be crafted by skilled people. These act like wonders affecting your nation as a whole. Artifacts are portable and can be traded or stolen. Usually are located in a nation’s treasury (in capital) unless stated otherwise.

Army (armed forces)
Army is represented in numbers of each type of troops (units) Troops differ according to type of armor or weaponry they get. Race (or nationality) also plays a role. Troops can work with some of the creatures i.e. elven cavalry or wolf-mounted orcs. Army also includes siege engines (that need to be built) and fleet (that doesn’t play an important role in this NES). Weapons and Armor need to be crafted by your population and will be stocked in treasury. When you recruit an army your population lowers. You can also specify which nation or race you would like to recruit. You can only recruit the number of people you have weapons for, unless you want the rest to go to militia.

Treasury
Treasury is usually located in a capital city. Simple: everything your nations owns is stored in there: weapons, armor, gold, artifacts, you name it.

Dependent Nations
Some tribes or nations may swear allegiance to your king and serve him for protection or any other reward. These contribute to overall productivity and can provide additional army if needed, while they retaining their own rulers. A vassal state to be short.

Slaves and Workforces
Prisoners can be used as slaves by “bad” nations. “Good nations” do not seem to take prisoners in war ;). It’s generally bad for your reputation to use slaves, but is somewhat productive. You can though make contracts to “sell” your workers for some period of time to other nations.

Gold.
I decided to add gold as means of trade between players. Each kingdom has a turn income represented in gold equivalent of goods (yes I did economics recently). This will not be shown in the stats, but is directly affected by your population number. Gold is added to your treasury every turn even if you order not to “increase economy”. If you focus on gold only you will get more than if you focus on both gold and something else. You can only spend as much as you have in your treasury. Gold as I said will be used as a means of exchange, speeding up something or building projects

Story
Most importantly guys this NES is about story, not wining. NESes became more of a game that storytelling. This NES is about wining as well, but a good story of a defeat is better than an easy win.

Maps
I will use two maps. One map is for relief reference and will not be changed. Second map is a political map that will show everything that has happened in a NES.
Capitals, important cities, fortifications, walls and other important things will be shown on the map.

Turns
3 years per turn. Technically the history of the First Age after we start the NES lasted over 600 years. I chose 3 years/turn to balance between the long time span and the realism of giving orders every month.

Creatures
Some creatures may appear in the course of the game. Some may join your army, or be trained to join your army (orcs on werewolves or elven cavalry). Some can be a source of threat (Giant Spiders) or protect your borders (Eagles of Manve). Most creatures can fight within the army and their numbers will be proportional to their power. Some can be domesticated and breed.

Personalities
No personalities in the game as of yet. If it works well I might add some later, but for now we play without them.

NOTES:

Morgoth is an NPC by the popular vote. There are NO Human or Orcs nations as of yet. If you want to play either one of those just say so and I will add them to the game. Humans might come to Beleriand any time after the first update (if humans are a PC then IN the first update). Orc nations might not appear unless people play them.
2 Noldor nations are shown on the map as dots because they just came to Beleriand and did not yet find a place to settle. It’s up to the player to decide where to build the first city (capital). Green Elves are spread out in the Eastern Beleriand. If they become a PC, a player will have to choose a "capital position” and a state will be formed.
For the map of former Elven kingdoms click here

[Don't post untill I say you can]
 
Relief Map:
BEL_COLOR.JPG


Political Map:
beleriandnonquality.GIF
 
This section is only for those who want to know more about the lore. It’s not necessary to read this post otherwise. Don’t get scared by the size and skip if you have to. I did my best to make this short and sufficiently informative.

Brief history of Arda
(Courtesy of FreeDictionary.Com and modified by Gelion)

In the beginning there was Eru (the One) who is known as Iluvatar in the Arda and he created the Ainur. The Ainur are the spirits who existed with Ilúvatar before everything else and helped him to create the Universe, (Eä), through the Music of the Ainur. After the creation of Arda, many of the Ainur worked to guide and order its growth. Of these there were fifteen more powerful than the rest. Fourteen became the Valar. The fifteenth, Melkor, who was originally considered a Valar, became the first Dark Lord. He contended with Eru in the Music of the Ainur and tried to sing his own theme. The lesser Ainur that accompanied the Valar into Arda are known as the Maiar.

After the Valar's entrance, Arda was still lifeless and had no distinct geographical features. The initial shape of Arda, chosen by the Valar, was of a symmetrical continent lit by two lamps: one in the continent's north, and one in the south. However the lamps were destroyed by the vicious Melkor— the most powerful of the Valar. Arda was again darkened, and the lamps' fall spoiled the perfect symmetry of Arda's surface. Two main continents were created that are of concern to the story: Aman on the far West, and Middle-earth to the East, over the Great Ocean.

The Valar then made for themselves a home at the utmost West, upon Aman. Aman ("blessed realm") lies to the west of Middle-earth, across the great ocean Belegaer. Valinor became the home of the Valar and the lesser spirits. Then the Valar began to reshape Arda yet again, making it habitable and preparing it for the coming of the Children of Ilùvatar.

Following this, Melkor hid himself from the Valar in an enormous fortress, Utumno in the far north of Middle-earth. It was built by Melkor after his first expulsion from Arda. The Valar had by this time created the Two Lamps, and Utumno under the Ered Engrin (Iron Mountains), where the light of Iluin was very dim. Utumno was his base of operations from where he began corrupting Arda. It was also here that the breeding of the Orcs began. He also surrounded himself with horrible beasts, many of them Maiar in the form of fell animals, known as Balrogs. Balrogs were to remain his most faithful servants and soldiers ever after. Sauron was the most powerful of the Balrog. Utumno did not protect Melkor, however. He was taken prisoner and sentenced to three ages (about 9,000 years) of imprisonment. Utumno was laid bare; but all its evil was not destroyed. Before Melkor was taken captive, Arda witnessed the Awakening of the Elves.

Elves were the first inhabitants of Middle-earth who were able to speak. They are sometimes called the Firstborn or the Elder Kindred (as opposed to Men, the Second Ones). The Elves named themselves Quendi ("the Speakers"), in honor of the fact that, when they were created, they were the only living things able to speak. The Awakening of the Elves is an event which took place long before the beginning of the First Age of Middle-earth. According to a legend of the Elves, the first Elves were awakened by Eru Ilúvatar near the bay of Cuiviénen. Elves, are beings, who, however are immortal and possess many virtues (beauty, health, ability to communicate with the nature), beyond the share of Men.

When Oromë (one of the Valar) found the Elves that awakened in Cuivienen, he summoned them to come with him to Valinor. All the Vanyar and most of the Ñoldor were persuaded, along with some of the Teleri, and followed Oromë into the west on the Great Journey. The remainder of the Ñoldor and Teleri remained suspicious, or simply refused to depart from their own lands, and spread gradually throughout the wide lands of Middle-earth. They were after known in Quenya—the language of the Eldar that eventually reached Valinor - by the name Avari, meaning "the Unwilling", because they refused the summons.

Melkor managed to reach some of the Elves even earlier. It is said that from them he bred the hideous race of Orc. Orcs are humanoid, roughly human-sized, ugly and filthy. Although not dim-witted, they are portrayed as dull and miserable beings, who corrupt words and are only able to destroy, not to create. Orcs are used as soldiers by both the greater and lesser villains of Melkor whom both he and his follower Sauron used as soldiers.

Vanyar are the highest of the High Elves. According to legend, the clan was founded by Imin, the first Elf to awake in Cuiviénen, his wife Iminyë, and their twelve companions; but eventually it was Ingwë (First), the first Vanya to travel with Oromë to Valinor, who became their king. Ingwë is called High King of the Elves. He lives on Taniquetil beneath the halls of Manwë. All of the Vanyar journeyed to Valinor before the beginning of the First Age, and remained there.

The Ñoldor (meaning those with knowledge) are the second clan of the Elves. According to legend, the clan was founded by Tata (Second), the second Elf to awake at Cuiviénen, his spouse Tatanyë and their 54 companions, but it was Finwë, the first Ñoldo to come to Valinor with Oromë, who became their king, and led most of them to Valinor. They speak Quenya. Noldor crossed the Great Ocean with the help of the Valar.

A third group, called the Sindar are Elves of Telerian descent. They are also known as the Grey Elves. Their language is Sindarin. The Kings of Doriath, Elu Thingol and his grandson Dior Eluchil, were the High Kings of the Sindar. The Sindar are "grey" perhaps because they were not precisely Elves of the Light, never having actually set foot in Valinor, but neither were they Elves of Darkness, since they did accept the invitation and set out on the journey (and therefore were technically counted among the Eldar). Some stayed on the eastern shore of the Great Ocean, however among them a part of a house called the Teleri. Teleri (meaning Those who come last) were the third of the Elf clans who came to Aman. They were the ancestors of the Valinorean Teleri, and the Sindar, Laiquendi, and Nandor of Middle-earth. The third clan was the largest of the three houses of the Elves, and most of the Avari originally belonged to this clan.

At some time between the imprisonment of Melkor and his release, the Valar created the Two Trees, Laurelin The Two Trees of Valinor: Telperion and Laurelin, the Silver Tree and the Gold that brought light to the Land of the Valar in ancient times.

Fëanor was an Elda of the Ñoldor, one of the Elven kindreds that departed Middle-earth to live among the Valar in Valinor, in the land of Aman. Originally named Finwë or Finwëminya after his father and later Curufinwë, he was the greatest of the Ñoldor, and very briefly their king. Fëanor was skilled in crafts and his greatest achievement has been the making of three wonderful jewels, the Silmarili. The Silmarilli contained the light of the Two Trees of Valinor.
By that time Melkor's captivity was over. He participated (as punishment) in Valar efforts, however he returned to evil quickly. Some say he was never sorry for what he did and used all the good things he did to gain trust of the Valar and Elves. Through a vicious design he managed to destroy the Two Trees and to steal the Silmarils, killing Finwe (Feanor's father). Then he fled eastward, to the Middle-earth. But their last flower and fruit from the Trees were made by the Valar into the Moon and the Sun.

The furious Fëanor followed Melkor (whom he re-named Morgoth Morgoth Bauglir (Morgoth means 'The Dark Enemy', Bauglir is 'The Constrainer'), originally named Melkor (“He Who Arises in Might”)'. This was done against the will of the Valar. The Teleri (who possessed the ships that could cross the Ocean) refused to carry the Noldor to Middle Earth against the will of the Valar and Feanor decided to take their ships by force. Many Teleri were slaughtered. For this he and his followers were forbidden to approach Aman ever again. However Fëanor ignored this punishment and managed to cross the Great Ocean eastward.

Some of the Noldor were left behind by Feanor as there wasn’t enough ships to transport all Noldor. Feanor did not come back for them and ordered to burn all Teleri ships as what he left behind was a “useless load”. The remaining Noldor saw the reflection of this fire and understood that they were betrayed. Rather than return to Valinor with shame the remaining Noldor headed by Fingolfin, decided to cross into Middle Earth (Beleriand) by a narrow strip of ice to the North. Many have died in this voyage including the wife of Fingolfin, but the path was crossed. It is one of the most noble and difficult tasks accomplished by Noldor. The two armies of Noldor united in the North, where Feanor already fought his first battle against the Orcs.

THIS IS WHERE THE NES STARTS

In Middle Earth the Noldor joined with the Sindar, who had been on the continent all along. Tingol formed his own kingdom of Doriath with Sindar that did not go to Valinor. Melian (a Maiar) was his wife and they were ancestors of the most noble elves and humans in the Middle Earth. Aragorn is a descendant of Tingol and Melian.

Morgoth, who returned to Middle-Earth, built a new fortified capital, Angband. From there he assailed upon the Sindar. However, with the help of the Ñoldor who had just crossed the Ocean, the first onslaught of Morgoth's attack was thrown off.

Following this, the Ñoldor settled with the Sindar in the West of Middle-earth, known as Beleriand. They adopted the Sindarin language instead of their native Quenya. However a period of relative peace and stability was short-lived (at least by the Elves' standards). One of the first victims of this war was Fëanor. As the time passed, Morgoth gathered more and more force.
Three hundred years after the coming of the Ñoldor to Beleriand, Middle-earth witnessed the awakening of Men, the Secondborn (or the Followers). Most of them allied with the Elves in order to defend Beleriand from Morgoth. However neither the Elvish skill, nor the human force succeeded in defying him. One after another, domains of Elves and Men were destroyed and filled with evil.

RACES (Courtesy of Tossi, modified by Gelion)
Elves (Quendi):
Elves are the first children of Illuvatar that awoke in the far East, until Orome found them and brought them to Valinor, the land of the Valar. On this long travel many elves got split from the others and stayed in Middle Earth. Here are the different Elven races. The Noldor are sinewy and robust, but also very tall and beautiful. They are good warriors and smiths and build mighty empires. The Sindar either live in the woods or at the sea and build pretty impressive Kingdoms, although they are not as great builders as the Noldors, and are a bit smaller then High elves. Teleri are a third group of Elves who set out for Valinor. They are sea faring Elves, the best living seamen ever existed. Teleri are closely related to the Sindar. Green elves live in woods only and they try to stay away from great battles. The best known Geenelven tribe today are the elves of Thranduil in Mirkwood. Legolas, son of Thranduil will help Frodo some 1000 years later to beat the Dark Lord. They are smaller and not as strong as Noldor and they usually don’t have armour.

Humans (Atani):
Humans are the race that awoke second. As the Elves the first saw the light of the stars in the east, where they lived peacefully, until Melkor came. Many ran away from him to the Elves, but Melkor corrupted even more of them and used them as his servants against the Elves. There are three groups of Humans in Middle earth.

Edain are the Humans that had the first contact with Elves (sometimes known as People of Light). Many fought together with the Elves against Melkor and after the end of the first age, the Valar gifted the Island of Numenor to them. However they got corrupted by Sauron and they tried to attack the Valar in Valinor. Only few survived and these formed the Kingdoms of Gondor and Arnor in Middle earth. Numenors are "greater" Humans which live longer then "lesser" Humans. They like to build mighty cities and are good warriors. Aragorn like all Kings of Gondor and Arnor is a Numenor.
“People of Twilight” are in the middle between the Edain and the Dark People. They value the art of war and are less “civilized” than the “People of Light". “People of Darkness” are the people who didn’t try to reach the Elves or those who served Morgoth.

Dwarves (Kazad)
The Dwarfs were created by Aule the Valar, even before the first Elves awoke. Aule had created 7 forefathers of the dwarves from stone, but since only the Iluvatar had the power to grant life to things they were only mindless statues, seeing this the Iluvatar agreed to grant them life but they must awake only after the Elves, so he sent them to sleep apart from one another deep underground were they awaited for the Elves to awake and awake themselves. During the first age, the dwarves helped the elves against Melkor and they were the only ones, who could fight the dragons, because they often used masks to cover their faces. They are strong warriors and good smiths, although they are very small.

Orcs
Orcs are evil creatures created by Melkor in the first age for his war against the Elves. Orcs are creatures of the night, they fear the Sun and it makes them feel dizzy and tired. It is rumoured that they are perverted and spoiled Elves taken by Melkor in the beginning of times. Orcs like war the most and also like to pillage and destroy. They are relatively good craftsmen especially in everything that concerns war, but do not enjoy their work. Orcs have many variances and races that formed due to their different “professions” and areas o habitat.
 
Leader/Player: Fingolfin and Fingon (NPC)
Nation Name: Noldor
Capital: none/camp settlements
Population: 77000 Noldor
Armed Forces: 12000 valinor-swords-men (Noldor), 4500 valinor-armored valinor-swords (Noldor), 7000 archers (Noldor)
Treasury: 4700 gold, 8000 valinor swords, 700 valinor armour
Dependant Nations:
Projects:
Nation Abilities: good warriors, craftsmen, scholars

Leader/Player: Feanor/Feanor
Nation Name: Sons of Feanor
Capital: Nargothrond
Population: 24000 Noldor, 1000 Tarantir Atani
Armed Forces: 3900 valinor-swords-men (Noldor), 1100 valinor-armored valinor-swords (Noldor), 2200 archers (Noldor)
Treasury: 5500 gold, 6000 valinor swords, 1200 valinor armour
Dependant Nations:
Projects: Orkrist Swords (completed)
Nation Abilities: good warriors, craftsmen, scholars, Feanor's Oath

Leader/Player: Thingol and Melian/Cuivienen
Nation Name: Doriath
Capital: Menegroth
Population: 81000 Sindar
Armed Forces: 7000 swordsmen (Sindar), 3000 archers (Sindar)
Treasury: 89400 gold, 3000 swords, 2000 dwarvish armour, 300 valinor armour, 2000 valinor swords
Dependant Nations:
Projects: Melians Gurdle (done), "valinorish" swords, "dwarvish armour"
Nation Abilities: good scholars, greater understanding of nature

Leader/Player: Cirdan the Shipwright(NPC)
Nation Name: Falas
Capital: Britombar
Population: 40000 Teleri
Armed Forces: 1200 swordsmen (Teleri), 120 Teleri-ships, 4500 seacrew (Teleri)
Treasury: 6000 gold, 1200 swords, 200 archers
Dependant Nations:
Projects:
Nation Abilities: best seamen ever to sail the sea, good scholars

Leader/Player: Contempt
Nation Name: Nameless Ones (Green Elves/Laiquendi)
Capital: Galenorn
Population: 49000 Sindar
Armed Forces: 2000 archers (Sindar)
Treasury: 2000 gold
Dependant Nations:
Projects: Nameless Highway 44000/50000
Nation Abilities: good scholars, closest of all to the nature, nomade-like society

Leader/Player: Beor/Xen
Nation Name: Edain
Capital: Glinbar
Population: 53000
Armed Forces: 1000 pikemen (Edain), 3000 archers (Edain), 2000 clubmen (Edain)
Treasury: 1800 gold
Dependant Nations:
Projects:
Nation Abilities: strong, fast growth

Leader/Player: Durin/Specialist290
Nation Name: Nogrod
Capital: Nogrod
Population: 47800 Dwarfs
Armed Forces: 3400 dwarven-armor-axe-men (Dwarfs) 3000 axemen (Dwarfs)
Treasury: 6500 gold, 10000 dwarven armor, 12000 axes
Dependant Nations:
Projects:
Nation Abilities: best smiths and miners, used to hardships

Leader/Player: Brondir/Alex 994
Nation Name: Atani
Capital: Alexandria
Population: 87000
Armed Forces: 1600 pikemen (Atani), 2300 archers (Atani), 1000 iron-armour-swordsmen
Treasury: 2500 gold
Dependant Nations:
Projects:
Nation Abilities: strong, fast growth

Leader/Player: Tarantir/Insane_Panda
Nation Name: Atani
Capital: Tarantir
Population: 56100
Armed Forces: 1100 pikemen (Atani), 1400 archers (Atani), 1500 clubmen (Atani)
Treasury: 2000 gold
Dependant Nations:
Projects:
Nation Abilities: strong, fast growth
 
Leader/Player: Morgoth (NPC)
Nation Name: Forces of Darkness
Capital: Angband
Population: 160000 Orcs
Armed Forces: 20000 armoured-sword Orcs, 30000 srowd Orcs, 12000 Orcs Archers 150 Balrogs
Treasury: 3 Silmarils, 27000 gold, 50000 swords, 25000 iron armor, 12000 archers
Dependant Nations:
Projects: 1st Assault on Beleraind 150000/600000
Nation Abilities: very productive in any kind of war-related production, breeding quickly, Feanors Curse (Silmarils)

Leader/Player: Dwalin
Nation Name: Belegost
Capital: Belegost
Population: 49000 Dwarfs
Armed Forces: 6600 dwarven-armor-axe-men (Dwarfs) 4000 axemen (Dwarfs)
Treasury: 9000 gold, 12000 dwarven armor, 15000 axes
Dependant Nations:
Projects: dwarven steel 23000/90000
Nation Abilities: best smiths and miners, used to hardships

NOMADES \/ (OUTSIDE BELERIAND)
Leader/Player: Haleth
Nation Name: Edain
Capital: nomades
Population: 39000
Armed Forces: 1200 pikemen (Edain), 1700 archers (Edain), 2300 clubmen (Edain)
Treasury: 900 gold
Dependant Nations:
Projects:
Nation Abilities: strong, fast growth

Leader/Player: Hador
Nation Name: Edain
Capital: nomades
Population: 26000
Armed Forces: 1100 pikemen (Edain), 1100 archers (Edain), 1800 clubmen (Edain)
Treasury: 1000 gold
Dependant Nations:
Projects:
Nation Abilities: strong, fast growth

Leader/Player:
Nation Name: Wild Orcs
Capital: nomades
Population: 26000 Orcs
Armed Forces: 2000 iron-armoured-swordsmen (Orc), 4000 swordsmen (Orc), 2000 archers (Orc), 3000 sable-men (Orc)
Treasury: 1200 gold
Dependant Nations:
Projects:
Nation Abilities: strong, fast growth

Leader/Player: Maegdin
Nation Name: Avari (Unvilling Elves)
Capital: nomades
Population: 49000 Avari
Armed Forces: 2300 Archers (Avari) 1200 clubmen (Avari)
Treasury: 2300 gold
Dependant Nations:
Projects:
Nation Abilities: masters of hiding and scouting

(last 4 nations are outside the map for now and may come in if players request them)
 
10 characters
 
10 characters
 
Reserved 3 ;)
 
Last Reserve
 
Thats it you may now post. I know it was difficult to hold :).
Feanor you are dark Blue :). If you need help on the colors just ask. Morgoth is assumed to have control over Angdand and is not interested in the land as such.
 
Leader/Player: Fingolfin and Fingon
Nation Name: Noldor
Population: 62000 Noldor
Armed Forces: 12000 valinor-swords-men (Noldor), 4500 valinor-armored valinor-swords (Noldor), 7000 archers (Noldor)
Treasury: 3700 gold, 10000 valinor swords, 1000 valinor armour
Dependant Nations:
Projects:
Nation Abilities: good warriors, craftsmen, scholars

Good job Gelion!
 
I suppose I'll be the first to join

Leader/Player: Cirdan the Shipwright
Nation Name: Falas
Population: 33000 Teleri
Armed Forces: 1200 swordsmen (Teleri), 120 Teleri-ships, 4500 seacrew (Teleri)
Treasury: 5600 gold, 1200 swords, 200 archers
Dependant Nations:
Projects:
Nation Abilities: best seamen ever to sail the sea, good scholars
 
Leader/Player: Thingol and Melian
Nation Name: Doriath
Population: 67000 Sindar
Armed Forces: 7000 swordsmen (Sindar), 3000 archers (Sindar)
Treasury: 7800 gold, 2000 swords
Dependant Nations:
Projects:
Nation Abilities: good scholars, greater understanding of nature

Will there be a Galadriel in this NES to tell Thingol and Melian of the Kinslaying?

That political map is so small, too... Is there any way to have a bigger one?

One last thing: Do I get a Girdle of Melian to prevent anyone from invading? ;)
 
As I said we may add personalities if things go okay. They can be in the stories for sure. Everyone who was in the book by time Noldor returned to Beleriand are assumed to be here.
 
Leader/Player: Feanor
Nation Name: Sons of Feanor
Population: 16000 Noldor
Armed Forces: 4500 valinor-swords-men (Noldor), 1300 valinor-armored valinor-swords (Noldor), 2300 archers (Noldor)
Treasury: 4500 gold, 6000 valinor swords, 1200 valinor armour
Dependant Nations:
Projects:
Nation Abilities: good warriors, craftsmen, scholars, Feanors Curse
 
if thier was a nation of Numenorians,or "high men" in general, i woudl have been them
 
euhm, xen, i dont mind you liking me but u cant have me, i like women! :p ;)

i already reserved that when helping Gelion setting up the Nes, thats why its the one listed in Players for now

Gelion could you change my ability's name from Feanor's Curse to Feanor's Oath?
 
Numenor was in the 2nd Age :p
 
Leader/Player: Morgoth
Nation Name: Forces of Darkness
Population: 140000 Orcs
Armed Forces:
Treasury: Silmarils, 30000 gold, 40000 swords, 23000 iron armor, 10000 archers
Dependant Nations:
Projects:
Nation Abilities: very productive in any kind of war-related production, breeding quickly, Feanors Curse (Silmarils)

Unfamilar with the first age, but will join anyway. It'll be a learning experiance ;)
 
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