WarNES2: Time of Change
Note: This is the 2nd of 4 consecutive NESes. Each will last 15 turns like EQs AoHNES. Although there is a general plot I have developed, you will decide the details through each NES.
History of Humans since last NES, History of Elves since last NES, History of Dwarves since last NES, History of Goblins since last NES, History of new races since last NES, Economy Rules, Military Rules, Background of all Races, Technologies, Wonders, nations- Elves, Nations- Humans, Nations- Dwarves, Nations- Goblins, Nations- Skaven, Nations- Orcs.
Story: The year is 1500 AA, 180 years after the last WarNES.
Humans :
The new joined Tarakfal and Amorfal successfully halted Goblin advancements into their nation. Unfortunately the king of Amorfal died soon after. Prince Edward II of Amorfal declared himself the rightful successor to his father. The joint ruler declared him a vassal of the new human nation. Edward would see none of it, he soon led an uprising centered around the city of Amor. His power grew as the Goblins and Catalia funded the revolt. Within 15 years the civil war was over, and Amorfal was once again independent.
Tarakfal in a weakened state was invaded by Catalia. If successfully held off the 9 year invasion. Amorfal was nearly swallowed whole by the Goblins as the weakened state nearly collapsed. King Edward II led his troops against the Goblins one last time and gained victory, for his life. King Edward the Heros son bargained peace with the Goblins. The Humans desperate for new power have developed new ships and have discovered new lands. They have powerful economies thanks to their trade with the west and have even formed small colonies.
Elves :
The nations of Davania and Illoria were able to repel the Dwarvan attacks, but their fruitless attempt to take Dwarvan lands were costly. In the end a stalemate was reached. Even though the Illorians had built the Guild of Dominance and had brought together the finest Elven warriors in the world, the Dwarvan mountains proved too much. Peace was soon secured. The nations of Illoria and Davania continued to grow in friendship and the two became close allies. Elven military power has grown and the elven alliance boasts the most powerful military in Warth. The last Illorian king however has strained the alliance by ordering Davania to pay tribute and the alliance may soon collapse.
Catalia meanwhile have been defeated in their attempt to take Tarakfal lands during the Human Civil War. Catalian power has diminished over the years and lies on the brink of collapse. A strong leader is needed to hold the Kingdom together.
Dwarves :
In the ensuing peace between Dwarves and Elves, the Dwarves built the Grand Bazaar and secured a huge amount of trade as merchants brought products from east to west and vice versa. The Dwarves have secured their borders but little else. The Dwarves do not have large power and may soon be over-powered by its neighbors.
Goblins :
The Goblin threat was defeated by the join Tarakfal-Amorfal nation and retreated to its lands. When the Human Civil War started, the Goblins funded the Amorfal rebels. The Goblins then invaded the newly independent Amorfal. The Goblins ransacked most of southern Amorfal as King Edward II gathered troops in the north. The climactic battle came to a head as the Goblins were defeated, but killed King Edward the Hero in the ensuing retreat. The Goblins have remained a strong force in the south and an ever present threat to all neighbors.
New Races/Nations
See their backgrounds
Economy:
Economy is in the form of gold and gold per turn. You need gold to buy stuff. It's different uses include: military, wonders, or technology. More on each below.
To grow your economy you must spend the amount of gold you make per turn +1.
Military:
This is probably most important thing. For this NES, there is only Army and Navy. To build it up, just choose from the units below and fashion an army out of what is available to you. Each turn represents a year, so in most cases army locations and movement doesnt matter. Exception for this is if you want to move troops across seas. You'll need boats for transport if you want to cross water (if you need to be told that you probably shouldnt be playing). Poor< Mediocre< Good< Great< Perfect. Anyways here are the units:
Warriors: The basic foot unit. poor attack and defense. 1 gold for 500
-Dwarfish Warrior: mediocre attack and defense in mountains. Costs same.
-Skaven Warrior: mediocre attack, poor defense. Costs same.
Archers: The staple of defensive and long range warfare. Poor attack, good defense. 1 gold for 250.
-Elvish Archer: mediocre attack and great defense in forests. Costs same.
-Illorian Archer: mediocre attack and great defense in all terrain.
-Crossbowman: Poor Attack, Great Defense. 1 gold for 250.
Raider: strong warriors bred for combat. Good attack, poor defense. 1 gold for 250.
-Goblin Raider. Same stats. 1 gold for 400.
-Footman: Great attack, poor defense. 1 gold for 250.
-Orc Footman: Perfect Attack, poor defense. 1 gold for 200.
Horseman: the best troops around, they can only work in open spaces however. Forests and mountains hinder their effectiveness -1 each. Good attack, good defense. 1 gold for 150
-Human Horseman: great attack, good defense. Same price
Galley: Currently the best naval unit around. Powered by oars and cant get very far fast. Poor attack, poor defense. 1 gold for 10.
Catapult: Early siege engine. Poor bombardment. 1 gold for 15.
Races:
Elves: The elves were the largest group to arrive in Warth and have sustained the balance of power for the last 1500 years. They however have not been able to capitalize their power as infighting has continued for a millennia. Three Elvish nations now stand at odds with each other. Elves are expert archers and can build the Elvish Archer.
Humans: The second largest group to arrive in Warath, only 150 years after the elves. The Humans settled the large plains to the north and have mastered the art of cavalry. Humans have been able to build large cities and group together inside them. Humans can build the Human Horseman.
Dwarves: They arrived only 900 years ago and settled the once thought inhospitable Central Mountains. The Dwarves have excelled at living where they are and their vast metal resources make them rich. The Dwarves are great warriors and can build Dwarfish Warriors.
Goblins: Creatures unknown to all three races. They have recently crossed the Great Barrier Mountains only 225 years ago and have quickly settled the area. They spread like wildfire and reproduce quickly. They can build Goblin Raiders.
Skaven: A rat like race discovered by Amorfal explorers. They appear to be very materialistic and collect large amounts of wealth. They have split into in fighting between groups. The humans have capitalized this and have expanded control over Skaven ports. Can build Skaven warrior. The average Skaven stands about 5' 5" tall on average. Skavens call themselves Skavi meaning of the gods. Skaven lore believes the first Skaven were gods who relinquished their powers to dwell on this planet.
Orcs: Discovered by Goblin explorers and received a not so welcome reception. The Orcs were responsible for misplacing the Goblins over 200 years ago. The Orcs are very warlike, but in times of peace they have built a flourishing culture. The Orcs have recently split in a civil war and their large empire is fractured. Orcs can build Orc Footman.
Technology:
Siege Warfare: Allows construction of Catapults. Cost 5 gold
Naval Warfare: Allows construction of galleys: Cost 5 Gold
-Advanced Naval Warfare: Allows construction of Caravels. Cost 20 gold
--Naval Catapults: Requires naval warfare and siege warfare. Puts catapults on galleys and makes galleys defense mediocre. Cost: 10 gold
Armor: Allows the construction of Footmen. Cost 10 gold.
-Advanced Armor: Allows the recruitment of Knights. Cost 25 gold.
Crossbow: Allows production of Crossbowmen. Cost 10 gold.
Gunpowder: Opens up new technology. Cost 35 gold.
-Cannons: Replaces catapults as main siege weapon. Cost 20 gold
Naval Guns: Increases galley and caravel attack/defense by 1 Cost: 10 gold
Hand Cannons: Allows production of Arquebus. Cost: 20 gold.
Wonders: Only one of each my be built, ever.
New Guild of Dominance: A guild of your races most powerful fighters. Your UU is more effective. 20 Gold
Great City Walls: The most powerful walls in all existence. Will protect your capital. Cost 25 gold.
Supreme Temple: This large temple to the gods of Warath will grant you favor with them. It really just makes your troops more confident. Troops more effective in attacking. Cost 30 gold.
Grand Port: Increases gold income by 3 and provides 25% increase in ship production. Cost 35 gold.
Union of [race name]: Will bring a chunk of other nations with same race land and military to your side. If a race is undivided theyll be given a sudden increase in expansion and some free troops. Cost: 40 Gold
Nations:
ELVES:
Illoria: Fantasmo
Gold: 8
Gold per turn: 8
Army: 230 Warriors, 3650 Illorian Archers, 1990 Raiders.
Background: See Story
Technology: Naval Warfare, Siege Weapons
NOTE: Union of Elves - 15/40
Davania:
Gold: 10
Gold Per turn: 10
Army: 500 warriors, 1200 elvish archers, 2000 raiders
Background: See Story
Technology: Naval Warfare, Siege Weapons
NOTE: Grand Port (9/35)
Catalia; alex994
Gold: 8
Gold per turn: 8
Army: 3500 Elvish Archers, 1550 Footmen, 900 horsemen
Background: See Story
technology: Armor, Siege Weapons(2/5)
HUMANS:
Tarakfal: Tyrion
Gold: 9
Gold per turn: 9
Army:1600 Warriors, 750 Archers, 1250 Raiders, 1250 Footmen, 1550 Human Horsemen
Navy: 75 Galleys
background: See Story
Technology: Naval Warfare, Siege Weapons, Armor
Amorfal: Toteone
Gold: 16
Gold per turn: 8
Army: 5,350 Warriors, 1900 Archers, 50 Raiders, 890 Human Horsemen
Navy: 25 Galleys
background: See Story
technology: Naval Warfare, Siege Weapons
NOTE: Colonial Port 0/8 4/4
Kingdom of Glocia
Gold: 3
Gold per turn: 2
Army: 2000 warriors, 100 human horsemen
Navy: 10 Galleys
background: Has recently declared independence from Tarakfal.
Technology: Naval Warfare, Siege warfare, Armor
DWARVES:
Na-Fonar:
Gold: 7
Gold per turn: 7
Army: 2800 Dwarvish Warriors, 1900 Archers, 1875 Raiders, 980 horsemen
background: See Story
Note: 2 gold is generated by the Grand Bazaar in the capital and it allows 25% more troops when they are bought. (Ex 625 warriors instead of 500)
Technology: Armor
GOBLINS:
The Lost Tribe: Contempt
Gold: 13
Gold per turn: 6
Army: 400 Warriors, 300 Archers, 5750 Goblin Raiders, 125 Horsemen
background: See Story
technology: armor
Tribus Goblin
Gold: 4
Gold per Turn: 4
Army: 200 Warriors, 1300 Archers, 3250 Goblin Raiders, 220 Horsemen
Background: The remains of the Goblins still left in the Old World(where the Warath races came from). The recent in fighting between Orc tribes has allowed the Goblins here to rebuild. Contact with The Lost Tribe brings great hope to the Goblins that live here.
Technology: armor
SKAVEN:
Islandi Skavi
Gold: 5
Gold per Turn: 6
Army: 3500 Skaven Warriors, 1000 Archers, 800 Raiders
Navy: 200 Galleys
Background: Island of the Skaven These Skaven have inhabited this island for centuries. They now pose a large strategic interest in the Human nations. Amorfal has already taken 2 of this nations ports. They seem happy however as it has brought an increase in trade.
Technology: Naval Warfare, Siege Weapons
Majori Skavi
Gold: 5
Gold per Turn: 6
Army: 1300 Skaven Warriors, 450 Archers, 500 Raiders, 1550 crossbowmen, 620 Footmen, 19 Catapults
Background: Homelands of the Skaven. This is where the Skaven people are said to originate and the oldest of the Skaven cities reside here. The Skaven here consider themselves better than the other Skaven and if the Skaven are ever to be united, it should be by them. Tarakfal and Amorfal have taken a port each.
Technology: Naval Warfare, Siege Weapons, Crossbows, Armor
Minori Skavi:
Gold: 4
Gold per Turn: 4
Army: 2650 Skaven Warriors, 1450 Archers, 700 Raiders
Background: Other lands of the Skaven These lands were conquered by the Skaven around 1000 years ago from a people with small height and little hair. The general that conquered this land declared it independent from Majori Skavi and thus began the separation of the Skaven nations. Minori Skavi remains the only Skaven nation without human influence.
Fanafar Skavi
Gold: 3
Gold per Turn: 3
Army: 2200 Skaven Warriors, 1300 Archers, 400 Raiders
Background: Mountain Skaven Another part of the lands conquered by the Skaven 1000 years ago. They broke from Minori Skavi roughly 400 years ago. They possess valuable resources that are needed in Skaven markets. The only problem is its the only landlocked Skaven nations. Even so, the humans have set up trading posts in the nation and Tarakfal has gained the right to set up small mining operations.
Dolori Skavi
Gold: 3
Gold per Turn: 4
Army: 3250 Skaven Warriors, 600 archers, 650 raiders
Navy: 20 Galleys
Background: West-lands of the Skaven The farthest extent of Skaven control west. It occupies some of the Great Barrier Mountains. Dolori Skavi has lost 2 ports to the encroaching humans. It is currently the only Skaven nation that does not like this move. The old king openly spoke against human interaction, but the Council of Merchants made sure the humans could have the ports for trading purposes.
Technology: Naval Warfare, Siege Weapons
ORCS:
The Imperial Orcs:
Gold: 24
Gold per turn: 7
Army: 1500 Warriors, 1500 Archers, 900 Orc Footmen, 100 Horsemen
Navy: 20 Galleys
Background: The capital of the Orc Empire that consists of three palships and the Imperial lands. The orc principalities although autonomous are supposed to in theory be under the command of the imperial capital. The last Great Pal(ruler) to have successfully united all palships was some 300 years ago to destroy the Goblins.
Technology: Armor, Naval Warfare, Crossbows
The Palship of Nanmar: blackheart
Gold: 8
Gold per Turn: 8
Army: 1650 Warriors, 900 Archers, 400 Raiders, 100 Horsemen, 1675 Orc Footmen, 15 catapults
Navy: 40 Galleys
Background: The palship of Nanmar is the oldest and created 750 years ago when the fourth Great Pal controlled too much land for him alone to rule, he gave command of the lands of Nanmar to his brother. This Palship, along with the other broke away from the imperial capital about 700 years ago. Lost some land in the Palship treaties 550 years ago after the Orc Civil War. Has gained a larger amount of land back through Goblin conquests.
Technology: Naval Warfare, Armor, Siege Warfare
The Palship of Finif: erez87
Gold: 9
Gold per Turn: 7
Army: 800 Archers, 1500 orc footmen, 400 Horsemen
Background: Created only 12 years after the Palship of Nanmar, Finif was the largest of the Palships. It lost most lands 550 years ago in the Palship Treaties and became the weakest palship. It has recently gained the most amount of land through the battles with the Goblin tribes. Finif has grown to equal strength because of this.
Technology: Naval Warfare, Armor
The Palship of Coren: Cleric
Gold: 14
Gold per Turn: 7
Army: 3000 Warriors, 500 Archers, 500 Raiders, 400 Orc footmen 300 Horsemen
Navy: 40 Galleys
Background: The last Palship created on the 4th Great Pals death bed around 700 years ago. Shortly afterward the Palships broke its duty to serve the Great Pals. Coren gained land through the palship treaties as it was realized the other two could expand outwards, while Coren could not. Coren served a minor role in the goblin wars. Coren currently holds the closest bond to the imperial orcs.
Technology: Naval Warfare, Armor
NOTE: Grand Port 3/35
Note: This is the 2nd of 4 consecutive NESes. Each will last 15 turns like EQs AoHNES. Although there is a general plot I have developed, you will decide the details through each NES.
History of Humans since last NES, History of Elves since last NES, History of Dwarves since last NES, History of Goblins since last NES, History of new races since last NES, Economy Rules, Military Rules, Background of all Races, Technologies, Wonders, nations- Elves, Nations- Humans, Nations- Dwarves, Nations- Goblins, Nations- Skaven, Nations- Orcs.
Story: The year is 1500 AA, 180 years after the last WarNES.
Humans :
The new joined Tarakfal and Amorfal successfully halted Goblin advancements into their nation. Unfortunately the king of Amorfal died soon after. Prince Edward II of Amorfal declared himself the rightful successor to his father. The joint ruler declared him a vassal of the new human nation. Edward would see none of it, he soon led an uprising centered around the city of Amor. His power grew as the Goblins and Catalia funded the revolt. Within 15 years the civil war was over, and Amorfal was once again independent.
Tarakfal in a weakened state was invaded by Catalia. If successfully held off the 9 year invasion. Amorfal was nearly swallowed whole by the Goblins as the weakened state nearly collapsed. King Edward II led his troops against the Goblins one last time and gained victory, for his life. King Edward the Heros son bargained peace with the Goblins. The Humans desperate for new power have developed new ships and have discovered new lands. They have powerful economies thanks to their trade with the west and have even formed small colonies.
Elves :
The nations of Davania and Illoria were able to repel the Dwarvan attacks, but their fruitless attempt to take Dwarvan lands were costly. In the end a stalemate was reached. Even though the Illorians had built the Guild of Dominance and had brought together the finest Elven warriors in the world, the Dwarvan mountains proved too much. Peace was soon secured. The nations of Illoria and Davania continued to grow in friendship and the two became close allies. Elven military power has grown and the elven alliance boasts the most powerful military in Warth. The last Illorian king however has strained the alliance by ordering Davania to pay tribute and the alliance may soon collapse.
Catalia meanwhile have been defeated in their attempt to take Tarakfal lands during the Human Civil War. Catalian power has diminished over the years and lies on the brink of collapse. A strong leader is needed to hold the Kingdom together.
Dwarves :
In the ensuing peace between Dwarves and Elves, the Dwarves built the Grand Bazaar and secured a huge amount of trade as merchants brought products from east to west and vice versa. The Dwarves have secured their borders but little else. The Dwarves do not have large power and may soon be over-powered by its neighbors.
Goblins :
The Goblin threat was defeated by the join Tarakfal-Amorfal nation and retreated to its lands. When the Human Civil War started, the Goblins funded the Amorfal rebels. The Goblins then invaded the newly independent Amorfal. The Goblins ransacked most of southern Amorfal as King Edward II gathered troops in the north. The climactic battle came to a head as the Goblins were defeated, but killed King Edward the Hero in the ensuing retreat. The Goblins have remained a strong force in the south and an ever present threat to all neighbors.
New Races/Nations
See their backgrounds

Economy:
Economy is in the form of gold and gold per turn. You need gold to buy stuff. It's different uses include: military, wonders, or technology. More on each below.
To grow your economy you must spend the amount of gold you make per turn +1.
Military:
This is probably most important thing. For this NES, there is only Army and Navy. To build it up, just choose from the units below and fashion an army out of what is available to you. Each turn represents a year, so in most cases army locations and movement doesnt matter. Exception for this is if you want to move troops across seas. You'll need boats for transport if you want to cross water (if you need to be told that you probably shouldnt be playing). Poor< Mediocre< Good< Great< Perfect. Anyways here are the units:
Warriors: The basic foot unit. poor attack and defense. 1 gold for 500
-Dwarfish Warrior: mediocre attack and defense in mountains. Costs same.
-Skaven Warrior: mediocre attack, poor defense. Costs same.
Archers: The staple of defensive and long range warfare. Poor attack, good defense. 1 gold for 250.
-Elvish Archer: mediocre attack and great defense in forests. Costs same.
-Illorian Archer: mediocre attack and great defense in all terrain.
-Crossbowman: Poor Attack, Great Defense. 1 gold for 250.
Raider: strong warriors bred for combat. Good attack, poor defense. 1 gold for 250.
-Goblin Raider. Same stats. 1 gold for 400.
-Footman: Great attack, poor defense. 1 gold for 250.
-Orc Footman: Perfect Attack, poor defense. 1 gold for 200.
Horseman: the best troops around, they can only work in open spaces however. Forests and mountains hinder their effectiveness -1 each. Good attack, good defense. 1 gold for 150
-Human Horseman: great attack, good defense. Same price
Galley: Currently the best naval unit around. Powered by oars and cant get very far fast. Poor attack, poor defense. 1 gold for 10.
Catapult: Early siege engine. Poor bombardment. 1 gold for 15.
Races:
Elves: The elves were the largest group to arrive in Warth and have sustained the balance of power for the last 1500 years. They however have not been able to capitalize their power as infighting has continued for a millennia. Three Elvish nations now stand at odds with each other. Elves are expert archers and can build the Elvish Archer.
Humans: The second largest group to arrive in Warath, only 150 years after the elves. The Humans settled the large plains to the north and have mastered the art of cavalry. Humans have been able to build large cities and group together inside them. Humans can build the Human Horseman.
Dwarves: They arrived only 900 years ago and settled the once thought inhospitable Central Mountains. The Dwarves have excelled at living where they are and their vast metal resources make them rich. The Dwarves are great warriors and can build Dwarfish Warriors.
Goblins: Creatures unknown to all three races. They have recently crossed the Great Barrier Mountains only 225 years ago and have quickly settled the area. They spread like wildfire and reproduce quickly. They can build Goblin Raiders.
Skaven: A rat like race discovered by Amorfal explorers. They appear to be very materialistic and collect large amounts of wealth. They have split into in fighting between groups. The humans have capitalized this and have expanded control over Skaven ports. Can build Skaven warrior. The average Skaven stands about 5' 5" tall on average. Skavens call themselves Skavi meaning of the gods. Skaven lore believes the first Skaven were gods who relinquished their powers to dwell on this planet.
Orcs: Discovered by Goblin explorers and received a not so welcome reception. The Orcs were responsible for misplacing the Goblins over 200 years ago. The Orcs are very warlike, but in times of peace they have built a flourishing culture. The Orcs have recently split in a civil war and their large empire is fractured. Orcs can build Orc Footman.
Technology:
Siege Warfare: Allows construction of Catapults. Cost 5 gold
Naval Warfare: Allows construction of galleys: Cost 5 Gold
-Advanced Naval Warfare: Allows construction of Caravels. Cost 20 gold
--Naval Catapults: Requires naval warfare and siege warfare. Puts catapults on galleys and makes galleys defense mediocre. Cost: 10 gold
Armor: Allows the construction of Footmen. Cost 10 gold.
-Advanced Armor: Allows the recruitment of Knights. Cost 25 gold.
Crossbow: Allows production of Crossbowmen. Cost 10 gold.
Gunpowder: Opens up new technology. Cost 35 gold.
-Cannons: Replaces catapults as main siege weapon. Cost 20 gold
Naval Guns: Increases galley and caravel attack/defense by 1 Cost: 10 gold
Hand Cannons: Allows production of Arquebus. Cost: 20 gold.
Wonders: Only one of each my be built, ever.
New Guild of Dominance: A guild of your races most powerful fighters. Your UU is more effective. 20 Gold
Great City Walls: The most powerful walls in all existence. Will protect your capital. Cost 25 gold.
Supreme Temple: This large temple to the gods of Warath will grant you favor with them. It really just makes your troops more confident. Troops more effective in attacking. Cost 30 gold.
Grand Port: Increases gold income by 3 and provides 25% increase in ship production. Cost 35 gold.
Union of [race name]: Will bring a chunk of other nations with same race land and military to your side. If a race is undivided theyll be given a sudden increase in expansion and some free troops. Cost: 40 Gold
Nations:
ELVES:
Illoria: Fantasmo
Gold: 8
Gold per turn: 8
Army: 230 Warriors, 3650 Illorian Archers, 1990 Raiders.
Background: See Story
Technology: Naval Warfare, Siege Weapons
NOTE: Union of Elves - 15/40
Davania:
Gold: 10
Gold Per turn: 10
Army: 500 warriors, 1200 elvish archers, 2000 raiders
Background: See Story
Technology: Naval Warfare, Siege Weapons
NOTE: Grand Port (9/35)
Catalia; alex994
Gold: 8
Gold per turn: 8
Army: 3500 Elvish Archers, 1550 Footmen, 900 horsemen
Background: See Story
technology: Armor, Siege Weapons(2/5)
HUMANS:
Tarakfal: Tyrion
Gold: 9
Gold per turn: 9
Army:1600 Warriors, 750 Archers, 1250 Raiders, 1250 Footmen, 1550 Human Horsemen
Navy: 75 Galleys
background: See Story
Technology: Naval Warfare, Siege Weapons, Armor
Amorfal: Toteone
Gold: 16
Gold per turn: 8
Army: 5,350 Warriors, 1900 Archers, 50 Raiders, 890 Human Horsemen
Navy: 25 Galleys
background: See Story
technology: Naval Warfare, Siege Weapons
NOTE: Colonial Port 0/8 4/4
Kingdom of Glocia
Gold: 3
Gold per turn: 2
Army: 2000 warriors, 100 human horsemen
Navy: 10 Galleys
background: Has recently declared independence from Tarakfal.
Technology: Naval Warfare, Siege warfare, Armor
DWARVES:
Na-Fonar:
Gold: 7
Gold per turn: 7
Army: 2800 Dwarvish Warriors, 1900 Archers, 1875 Raiders, 980 horsemen
background: See Story
Note: 2 gold is generated by the Grand Bazaar in the capital and it allows 25% more troops when they are bought. (Ex 625 warriors instead of 500)
Technology: Armor
GOBLINS:
The Lost Tribe: Contempt
Gold: 13
Gold per turn: 6
Army: 400 Warriors, 300 Archers, 5750 Goblin Raiders, 125 Horsemen
background: See Story
technology: armor
Tribus Goblin
Gold: 4
Gold per Turn: 4
Army: 200 Warriors, 1300 Archers, 3250 Goblin Raiders, 220 Horsemen
Background: The remains of the Goblins still left in the Old World(where the Warath races came from). The recent in fighting between Orc tribes has allowed the Goblins here to rebuild. Contact with The Lost Tribe brings great hope to the Goblins that live here.
Technology: armor
SKAVEN:
Islandi Skavi
Gold: 5
Gold per Turn: 6
Army: 3500 Skaven Warriors, 1000 Archers, 800 Raiders
Navy: 200 Galleys
Background: Island of the Skaven These Skaven have inhabited this island for centuries. They now pose a large strategic interest in the Human nations. Amorfal has already taken 2 of this nations ports. They seem happy however as it has brought an increase in trade.
Technology: Naval Warfare, Siege Weapons
Majori Skavi
Gold: 5
Gold per Turn: 6
Army: 1300 Skaven Warriors, 450 Archers, 500 Raiders, 1550 crossbowmen, 620 Footmen, 19 Catapults
Background: Homelands of the Skaven. This is where the Skaven people are said to originate and the oldest of the Skaven cities reside here. The Skaven here consider themselves better than the other Skaven and if the Skaven are ever to be united, it should be by them. Tarakfal and Amorfal have taken a port each.
Technology: Naval Warfare, Siege Weapons, Crossbows, Armor
Minori Skavi:
Gold: 4
Gold per Turn: 4
Army: 2650 Skaven Warriors, 1450 Archers, 700 Raiders
Background: Other lands of the Skaven These lands were conquered by the Skaven around 1000 years ago from a people with small height and little hair. The general that conquered this land declared it independent from Majori Skavi and thus began the separation of the Skaven nations. Minori Skavi remains the only Skaven nation without human influence.
Fanafar Skavi
Gold: 3
Gold per Turn: 3
Army: 2200 Skaven Warriors, 1300 Archers, 400 Raiders
Background: Mountain Skaven Another part of the lands conquered by the Skaven 1000 years ago. They broke from Minori Skavi roughly 400 years ago. They possess valuable resources that are needed in Skaven markets. The only problem is its the only landlocked Skaven nations. Even so, the humans have set up trading posts in the nation and Tarakfal has gained the right to set up small mining operations.
Dolori Skavi
Gold: 3
Gold per Turn: 4
Army: 3250 Skaven Warriors, 600 archers, 650 raiders
Navy: 20 Galleys
Background: West-lands of the Skaven The farthest extent of Skaven control west. It occupies some of the Great Barrier Mountains. Dolori Skavi has lost 2 ports to the encroaching humans. It is currently the only Skaven nation that does not like this move. The old king openly spoke against human interaction, but the Council of Merchants made sure the humans could have the ports for trading purposes.
Technology: Naval Warfare, Siege Weapons
ORCS:
The Imperial Orcs:
Gold: 24
Gold per turn: 7
Army: 1500 Warriors, 1500 Archers, 900 Orc Footmen, 100 Horsemen
Navy: 20 Galleys
Background: The capital of the Orc Empire that consists of three palships and the Imperial lands. The orc principalities although autonomous are supposed to in theory be under the command of the imperial capital. The last Great Pal(ruler) to have successfully united all palships was some 300 years ago to destroy the Goblins.
Technology: Armor, Naval Warfare, Crossbows
The Palship of Nanmar: blackheart
Gold: 8
Gold per Turn: 8
Army: 1650 Warriors, 900 Archers, 400 Raiders, 100 Horsemen, 1675 Orc Footmen, 15 catapults
Navy: 40 Galleys
Background: The palship of Nanmar is the oldest and created 750 years ago when the fourth Great Pal controlled too much land for him alone to rule, he gave command of the lands of Nanmar to his brother. This Palship, along with the other broke away from the imperial capital about 700 years ago. Lost some land in the Palship treaties 550 years ago after the Orc Civil War. Has gained a larger amount of land back through Goblin conquests.
Technology: Naval Warfare, Armor, Siege Warfare
The Palship of Finif: erez87
Gold: 9
Gold per Turn: 7
Army: 800 Archers, 1500 orc footmen, 400 Horsemen
Background: Created only 12 years after the Palship of Nanmar, Finif was the largest of the Palships. It lost most lands 550 years ago in the Palship Treaties and became the weakest palship. It has recently gained the most amount of land through the battles with the Goblin tribes. Finif has grown to equal strength because of this.
Technology: Naval Warfare, Armor
The Palship of Coren: Cleric
Gold: 14
Gold per Turn: 7
Army: 3000 Warriors, 500 Archers, 500 Raiders, 400 Orc footmen 300 Horsemen
Navy: 40 Galleys
Background: The last Palship created on the 4th Great Pals death bed around 700 years ago. Shortly afterward the Palships broke its duty to serve the Great Pals. Coren gained land through the palship treaties as it was realized the other two could expand outwards, while Coren could not. Coren served a minor role in the goblin wars. Coren currently holds the closest bond to the imperial orcs.
Technology: Naval Warfare, Armor
NOTE: Grand Port 3/35