Preview Thread: Warcraft NES - World of Azeroth

Warman17

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Warcraft NES: World of Azeroth

Economy/Settlements

Long
Your economy is based around two things, gold and lumber. Gold is the currency of choice around the world and is used in the purchasing of almost everything. The other resource, lumber, is used in the production of buildings, and as a fuel source to craft weapons, armor, and do research.

Gold is collected through taxes and gold mines, while lumber is collected by lumber mills. Lumber Mills and Gold Mines are the centers of many settlements across the planet, though not all. To increase the your income you may build the same amount of gold mines and lumber mills as you have settlements.

You will have to settle new lands (make new settlements) in order to bring about more wealth to your nation through mines and mills, as well as an initial base benefit through taxes and trade. There is a limit however based on the topography, geography, and population. Your settlement maximum is included in your stats. If you go above the cap, you will begin to have to use gold and lumber to supply these settlements which can no longer self-sustain themselves. This will of course be a drain on your economy. Sometimes capturing settlements may cause you to go above your settlement-cap if there isn’t enough other captured lands with it. In this case you can either A) Capture more surrounding lands or B) Burn it to the ground. Burning it to the ground will have negative effects on your reputation however, but evil nations won’t care ;)

You will also have to pay an upkeep for your army after a certain level. Your nation can naturally support a certain amount, however a larger army will require you to spend upkeep in keeping them.

Trade Centers are special settlements that due to their locations are, you guessed it, centers of trade. As such they will produce about twice as much.

To make it easier, these two resources combine to create PP, purchasing points (since you can trade lumber for gold, and gold for lumber). You then use PP for all spending.

Short:
Gold + Lumber = PP

Cost to build:
Lumber Mill: 5 PP
Gold Mine: 7 PP
Settlement: 11 PP

Benefit:
Lumber Mill: 2 Lumber per turn
Gold Mine: 3 Gold per turn
Settlement: 1 lumber, 2 gold
Trade Center: 2 lumber, 3 gold

1 settlement = 10 pp worth of unit not needing upkeep
each organization level = 10 pp worth of units no needing upkeep

For each settlement over the maximum, it costs 8 PP to maintain.
For each pp worth of units over the limit it costs ½ pp to upkeep

Military:
Long:
The militaries of the world’s nations are varied and their organization depend greatly on race and technology. There are 8 types of military units, almost all with 3 levels (Weak, normal, High). They all (the types and level) depend on your technology, magical, and organization levels. You do not buy the separate levels, but when you reach that level of tech, mag, and/or org, you may upgrade your military.

To Upgrade, it costs ½ the normal cost of the unit (i.e. you can upgrade 10 weak mounted for 1 pp).

Also note that since a warrior needs steel AND level III organization, doesn’t mean a weak warrior with level IV organization and just iron weapons aren’t on par with their “superior” level.
(See technology, magical knowledge, and organization for when classes become available/gain levels)

Warrior: Most basic class. Strap some armor on a guy, give him a weapon and BAM, a warrior in the making.
Cost: 1 pp for 15

Archers/Axe-Throwers: The hunter/bowman are the ranged soldiers of your army.
Cost: 1 pp for 10

Mounted: These are warriors on mount, much more effective than normal warriors. Although each race may use a different mount (tigers for night elves or horses for humans as an example) they’ll each be regarded as equal.
Cost: 1 pp for 5

Siege: The three levels aren’t weak, normal, high it’s -> Catapult, Ballista, Mortars.
Cost: 2 pp for 1

Mages: The crafters of all sorts of magic.
1 for 1 pp

Priest: Also crafters of magic, however they have been trained specializing in healing
2 for 1 pp

Flyers: Although each race uses different flyers(gargoyles for undead and griffons for dwarves) they’ll each be regarded as equal.
2 for 1 pp

Ships: These units do not follow the same path as the previous 7, and do not “upgrade” when the next level is reached.
Sloop: small fast ship. 1 for 2 pp
Frigate: medium sized ship. 1 for 4 pp
Battleship: large ship. 1 for 8 pp

Unique Units: The eight big races have a unique unit which replaces a certain unit, which is better than that otherwise normal level unit.

Humans: Knights replace Mounted.
Orcs: Shaman replace Priest
Dwarves: Riflemen replace Archers
Night Elves: Druids replace Mages
Tauren: Totem-carrier replaces Warrior
Trolls: Witchdoctor replaces Priest
Undead: Frost Wyrm replaces Flyer
Blood Elves: Rangers replace Archers

Also note since the Centaur are half horse, each of their units have the speed of a mounted unit.

Technology
Technology still is important in this magical world. The gnomes and goblins, masters of technology, have created some amazing devices including Zeppelins and robotic tree cutters. Technology of their caliber is still expensive however. Nations must research technology in order to better equip all of their classes of military with better armor and weapons. It will also help their economies. There are several different levels of technology. Each level before is a prerequisite to the one above.

Weapons:
Level I: Bronze Crafting: Needed for Weak Warrior. - Cost: 10
Level II: Iron Crafting: Needed for Weak Mounted - Cost: 20
Level III: Steel Crafting: Needed for Warrior and Mounted - Cost: 30
Level IV: Mithril Crafting: Needed for High Warrior - Cost 40
Level V: Arcanite Crafting Needed for High Mounted - Cost 50

Ranged: (cost 40 pp each)
level I: Bow: needed for Weak Archer - Cost: 10
Level II: Composite Bow: Needed for Archer - Cost: 20
Level III: Crossbow: Needed for Ballista - Cost: 30
Level IV: Longbow: Needed for High Archer - Cost: 40
Level V: Explosives: Needed for Mortars - Cost: 50

Armor: (cost 40 each)
Level I: Cloth: needed for all units. We all need clothes! - Cost: 5
Level II: Leather: needed for all archers, weak warriors, weak and normal flyers, and weak mounted - Cost: 15
Level III: Iron: Needed for warriors, mounted and high flyers - Cost: 25
Level IV: Steel: Needed for High Warriors and High Mounted - Cost: 35

Siege: (each cost 40 pp)
Level I: Catapult - Cost 20
Level II: Ballista - Cost 35
Level III: Mortar - Cost 50

Harnesses (each cost 40 pp)
Level I : Riding - Needed for weak mounted - Cost 10
Level II: Saddle - Needed for mounted - Cost 20
Level III: Harness - Needed for Weak Flyers - Cost 35
Level IV: War Saddle - Needed for High Mounted and Flyers - Cost 45
Level V: Magical Harness - Needed for High Flyers - Cost 55

Miscellaneous - Economic (each costs 60 pp)

Zeppelin technology: You know gain the ability to make zeppelins to transport goods and soldiers faster. -> +1 gold, 1 lumber income per settlement. Greater chance of trade centers

Shredder -> Hulking machine capable of chopping trees down as fast as 10 men. -> +2 lumber from each mill

Drills -> Able to dig deeper into gold mines with less effort. -> +2 gold in each mine

Magical Knowledge
Magic has long been known by the races of this world and practiced widely. However one center of magic stood out and attracted magic users from across the world, that of Dalaran. But Dalaran was destroyed by the Burning Legions invasion and much of the magical knowledge was lost, perhaps forever. As such the remains of the world’s magic users have been forced to find new schools and magical centers in nations. You’ll have to research magical knowledge in order to increase the power of your magic using military classes.

Arcane Arts: (55 pp each)
Level I: Early Techniques - needed for weak mage - Cost: 15
Level II: Arcane Development - Cost: 30
Level III: Magical Control - needed for mage - Cost: 45
Level IV: Powerful techniques - Cost: 60
Level V: Arcane Mastery - needed for High mage - Cost: 75

Holy Magic (55 pp each)
Level I: Rejuvenation - Needed for Weak Priests - Cost: 20
Level II: Light Healing - Needed for Priests - Cost: 35
Level III: Regeneration - Cost: 50
Level IV: Powerful Healing - Needed for High Priests - Cost: 65

Organization:
Organization is key to every army and nation. There are six levels of organization, some will be needed to reach more powerful units. Organization also helps increase your settlement max some.


Level I: Needed for all weak military units - Cost: 40
Level II: Needed for 1st hero - Cost: 55
Level III: Needed for all normal level units - Cost: 70
Level IV: Needed for 2nd hero - Cost: 90
Level V: Needed for all higher level units - Cost: 100
Level VI: Needed for 3rd and final hero. - Cost: 120
 
Heros
Heros are powerful units who equal many soldiers in the face of combat. They can strike fear in enemies hearts, rally your troops, and fight on their own. They all are wielders of some level of magic and use them to their benefit. Heros are split into three types: Alliance, Horde, and Neutral. Alliance nations may pick Alliance or Neutral heros while Horde nations may only pick Horde and Neutral heros. Neutral nations may only pick neutral heros. The Scourge begins with 3 unique heros.

Heros are special because when you first get them (unless they come with the nation) will be Level One. Over time, your hero will fight, train, and learn to gain experience and level up. Over time they will grow stronger as they level up. Each hero has abilities which it gains as it levels. At level 7 the hero will stop leveling and learn his ultimate ability, furthering his power.

Be careful heros may be strong, but can be matched by other heros and overpowered by a strong enough force. You may have multiple of the same hero.

The hero costs are tiered, the first hero will cost 20 pp, the second will cost 45 pp and the last will cost 60 pp.

Alliance Heros:

Archmage: Powerful mages who were once a members of Dalaran. They have joined the alliance and aid them.
Level One: No skills.
Level Two: Brilliance Aura - Further increases the power of nearby fellow magic users
level Three: Water Elemental - Summons a water elemental to fight to him
Level Four: Chilling Wind - Summons a powerful cold wind to nip at the enemy
Level Five: Water Elementals - Summons 3 water elementals to join his side
Level Six: Blizzard - Summons a blizzard to hit the enemy force
Level Seven: Mass Teleport - Will use his magic to teleport nearby forces to safety, or behind enemy lines.

Paladin: Once members of the Silver Hand and protectors of Lorderan, the ranks have been brought near extinction through the Scourge.
Level One: No Skills
Level Two: Devotion Aura: Magically increases the resistance of nearby friendly armor
Level Three: Blinding Light: Creates a blinding light for enemies, blinding them
Level Four: Divine Shield: Creates a magic shield around him, protecting him from most harm for a short period.
Level Five: Holy Light: Calls upon his powers to heal nearby wounded soldiers
Level Six: Divine Aura: Creates a magic shield protecting him and nearby troops from harm for a short period
Level Seven: Resurrection: Brings back to life several dead units.

Mountain King: Also known as “thanes” these are the most powerful warriors of Khaz Modan
Level One: No Skills
Level Two: Bash - Stuns a target with a powerful bash
Level Three: Storm Bolt - Hurls a magical hammer at a target, inflicting massive damage
Level Four: Thunder Clap - Strikes the ground, knocking surrounding enemies on the ground and damaging them
Level Five: Static Field - Creates an electrical field hurting anything inside
Level Six: Arc Lightning - Hurls a bolt of arcing energy that laces through many nearby enemy units.
Level Seven: Avatar: The mountain king’s body becomes stone for a period, making him stronger, more resistant to damage, and immune to magical spells.

Demon Hunter: These warriors have trained to fight demonic powers, sometimes utilizing them to do just that
Level One: No Skills
Level Two: Evasion - gains great stealth skills and dodging techniques
Level Three: Immolation: Surrounds the demon hunter in magical flames, harming enemies
Level Four: Blink - quickly teleports himself a short distance
Level Five: Mana Burn - Converts an enemies life force to a combusting flame
Level Six: Soul Steal - Strangles the soul of a target enemy unit and extracts bits and pieces of it.
Level Seven: metamorphosis - Taps into the demonic power, becoming a demon himself for a period.

Moon Rider: These are the most powerful warriors who follow the Moon Goddess Elune. Their power, strength, and spiritual presence embolden her followers.
Level One: No Skills
Level Two: Scout - Summons a magical owl to scout ahead
Level Three - Trueshot Aura - Helps out with ranged attacks of nearby friendlies.
Level Three - Moon Glaive - Sends out a glaive to strike multiple enemies
Level Four - Searing Arrow - Adds magical fire damage to her arrows
Level Five - Lucent Beam - Channels the moon’s energy into a concentrated beam
Level Six -Eclipse - Calls forth multiple Lucent Beams
Level Seven - Starfall - Calls forth a meteor shower to damage enemy forces

Treant Lord: An old and large living tree. These treants were the first and have led their kind for millennia, protecting the forests of the world for countess generations.
Level One: No skills
Level Two: Nature’s Guise - Is able to make himself look likea normal tree, avoiding enemies
Level Three: Eyes in the Forest - Creates a spiritual connection with fellow trees, allowing him to see what they are.
Level Four: Living Armor - Encases himself or other units in vines and the like to act as a natural armor
level Five: Entangling Roots - Calls forth roots to entangle and stop enemy troops
Level Six: Force of Nature - Turns several trees into treants to fight for him
Level Seven: Overgrowth - Summons thorny branches and vines to encase enemy units.

HORDE HEROS:

Blademaster: The Blademasters are the most skillful swordsman in Azeroth. They are normally found leading troops into the thick of battle.
Level One - No Skills
Level Two - Counter Helix - Allows the blademaster to counter his opponents attack with heavy damage
Level Three - Critical Strike - The blademaster knows just where to hit...
Level Four - Healing Ward - Calls up a ward that heals him and nearby units
Level Five - Wind Walk - The blademaster becomes invisible for a short while, able to escape, scout or deal extra damage
Level Six - Mirror Image - Creates several illusions of himself to confuse the enemy.
Level
Level Seven - Bladestorm- Swings his blade with such speed and might, he quickly slashes through nearby enemies

Far Seer: The elder shamans who lead their followers on spiritual quests. Utilizing nature and spirits, the far seer’s control immense power.
Level One: No Skills
Level Two: Far Sight - The Far Seer is able to look somewhere else (i.e. clairvoyance)
Level Three: Mana Shield - Uses his mana to create a shield to absorb damage
Level Four: Feral Spirits - Calls upon the spirits of wolves to fight for him
Level Five: Chain Lighting - The Far Seer sends lightning bolts at the target and it jumps to other nearby, enemy units, damaging each one.
Level Six: Fireblast - sends forth a fireball to damage enemy units
Level Seven: Earthquake - creates an earthquake, slowing enemy troops and collapsing buildings etc

Shadow Shaman: Shadow Shamans are masters of the voodoo magic. Long have they held this kind of magic a secret and intend to use it’s mystic powers to better the Horde.
Level One: No Skills
Level Two: Shackles - Uses magic to shackle units to the ground
Level Three: Hex - Places bad luck on a unit, making it miss most of it’s attacks
Level Four: Healing Wave - Sends forth a wave of healing magic to heal friendlies.
Level Five: Serpent Ward: Creates a ward which shoots energy bolts at enemies
Level Six: Voodoo: Turns an enemy into an animal for a period
Level Seven: Big Bad Voodoo - Sends forth spirits to drain the life forces of enemies and return it to the Shadow Shaman

Chieftain: Many of the Horde’s tribe leaders have gained powerful abilities to aid them in protecting their tribes and people. Their strong leadership can turn a battle.
Level One: No Skill
Level Two: Endurance Aura - Increases friendly movement and attack speeds
level Three - Enchantment - Creates a magic field around his weapon, increasing damage
Level Four - War Stomp - By stomping on the ground, the Chieftain damages and stuns nearby, enemy units.
Level Five - Shock Wave - He strikes the ground and causes a blast wave to emanate.
Level Six: Fissure - Similar to a shock wave, but forces the ground to split.
Level Seven - Reincarnation - The Chieftain is able to bring himself back from death every once in a while

Anti-Mage: Several mages have turned to the Horde to aid them with their specialty, using Arcane powers to defeat other arcane powers.
level One: No Skills
Level Two: Mana break - Each attack dissipates mana
Level Three: Man Drain - sucks the mana out of priests, mages, and heros to serve his will
Level Four: Nether Ward - A ward which damages all who cast spells near it
Level Five: Silence - Stops targets from casting spells
Level Six: Spell Shield - Drastically decreases the effects of spells on the Anti-Mage
Level Seven - Man Void - Creates a void which takes not only mana, but life as well

Death Prophet: powerful dark mages who have turned to the horde for acceptance. Their magic use many dark powers which the mages of Dalaran have long deemed taboo.
Level One: No Skill
Level Two: Curse - Target misses in their attacks more
Level Three - Witchcraft - Increases the power of nearby mages and priests
Level Four: Anti-Magic Shell - makes target immune from spells for a period
Level Five: Nether Blast - Creates a blast of exploding pulses from the Nether Plane
Level Six: Possession - Will take over the mind of an enemy, making them switch sides for a period.
Level Seven: Exorcism - Steals the souls of enemies and turns them into evil spirits to do the prophet’s bidding.

NEUTRAL HEROS:

Dreadlord: The dreadlords once were the generals for the Burning Legion. With the defeat of Archimonde and the rising up of the Forsaken, many have fled and become mercenaries.
Level One: No Skills
Level Two: Night Hunter: Makes the night his home, making him move more swiftly and stealthily at night
Level Three: Vampirism: Allows the dreadlord to consume the blood of the fallen for health
Level Four: Crippling Fear: Installs a terrifying fear in enemies hearts.
Level Five: Void: Calls upon a void to attack enemies
Level Six: Carrion Swarm: Calls upon a swarm of bats to attack enemies
Level Seven: Inferno: Calls upon a powerful Inferno(fire/stone demon) to aid him in battle.

Dark Ranger: Many of the rangers of Quel’Thalas were killed and resurrected to fight for the Scourge and Burning Legion. Most have broken free and now resume their mercenary duties.
Level One: No Skills
Level Two: Marksmanship - The Dark Ranger becomes very adept at shooting on mark
Level Three: Frost Arrow - The Dark ranger attaches frost magic to it’s arrows; chilling enemies
Level Four: Searing Arrows- The Dark Ranger attaches fire magic to it’s arrows; searing enemies
Level Five: Dark Arrow- Attaches a necromantic energy to the arrows; raising slain enemies as followers
Level Six: Life Drain - Drains the life force of an enemy to replenish her own
Level Seven: Charm - The Dark Ranger tricks an enemy to join their side. Most useful on commanders and officers.

Pit Lord: After the death of Magtheradon, many of the lesser Pit Lords of the Burning Legion went rouge and have begun trying to form their own control. Most use their role as mercenary to gain power and prestige.
Level One - No Skill
Level Two: Cleaving Attack - The Pit Lord’s large weapon will just smash through one enemy into another
Level Three: Howl of Terror - Scares enemy forces
Level Four: Blood Thirst - Transfixes the Pit Lord’s energy into increasing his strength
Level Five: Scorched Earth - Blankets the ground in flames, damaging enemies and healing the Pit Lord
Level Six: Rain of Fire - Calls down small fireballs to pelt enemy forces
Level Seven: Doom - Places a curse on an enemy, which slowly eats their life force to create a lesser Doom Guard to form from their body and serve the Pit Lord.

Tinker: The goblins and gnomes long have been masters of machinery. The tinker are master engineers and have even formed machine fighting extension for themselves.
Level One - No Skills
Level Two - Automaton - The tinker creates a mechanical warrior to fight along side it
Level Three - Clockwork Robots - the tinker creates many small robots that carry bombs
Level Four - Engineering - The Tinker is able to improve the defensive capabilities of your army
Level Five: Laser - The tinker shoots a laser which blinds many enemies
Level Six: Cluster Missiles - The tinker shoots several missiles which damage the enemy forces
Level Seven: Robo-Tinker - the Tinker uses a semi-tank device to rules the battlefield.

Sea Witch: Although the Naga have begun making a presence on land, their former empire is greatly divided and many of their powerful mages seek mercenary positions.
Level One - No Skills
Level Two - Split Shot - Magically splits the Sea Witch’s arrow into three
Level Three - Frost Arrows - Attaches a magical frost to the arrows; chills enemies
Level Four - Purge - Casts a powerful anti-magic buff at a target enemy unit, slowing them down
Level Five - Mana Shield - The Sea With will use her mana to absorb incoming damage
Level Six - Forked Lightning - Calls forth a cone of lighting to strike multiple targets
Level Seven - Tornado - Summons a tornado to attack the enemy

Brewmaster: Hailing from the secretive Pandaren Empire, the mighty brewmasters travel the world in search of exotic ales and the finest brewed spirits.
Level One - No Skills
Level Two - Drunken Brawler - The fighting style of the Brewmaster imitates that of a drunkard, making him hard to hit.
Level Three - Drunken Haze - Drenches enemies in ale, making them slightly drunk, but also highly combustible
Level Four - Breath of Fire - The Brewmaster spews forth a breath of fire; highly effective on beer drenched enemies
Level Five - Thunder Clap - The Brewmaster strikes the ground, sending a shockwave that stuns nearby enemies.
Level Six - Cyclone - The brewmaster calls forth a cyclone to hurl an enemy skyward
Level Seven - Primal Split - The brewmaster splits into 3 powerful elemental pandas of Earth, Wind, and Fire, each with their own abilities. The Brewmaster will eventually reform himself, even if just one elemental is left alive.

SCOURGE HEROS: The are the heros the scourge employ

The Lich King: The fallen Paladin and Death Knight Arthas who has melded with the lich King Ner’zhul.
Skills:
- Frostmourne - The lich King’s sword is empowered with frost magic, not only slashes, but freezing opponents
- Unholy Aura - Increases movement speed and life regeneration of himself and nearby units
- Death Pact - The Lich King will convert a friendly’s life force and transfer it to himself
- Death Coil - The Lich King will send out a coil of necromantic energy to kill the living and heal the undead
- Aphotic Shield - The lich King creates a magical shield around himself that will absorb damage, and then release it back as a magical explosion damaging nearby enemies.
- Animate Dead - The Lich King will bring back to life not just his own dead, but those of enemies to serve him
- Create Lich - The Lich King will create a Lich(see Kel’Thuzad for skills) from the remains of mage to serve him, however it will only live for several minutes before decaying beyond repair.

Kel’Thuzad: A former mage and necromancer, Kel’Thuzad was struck down by Arthas only to be revived by him when Arthas became a Death Knight. Using the power of the Elven Sunwell, he was resurrected as a powerful Lich.
Skills:
- Frost Armor - Encases a unit in frost magic, protecting it from harm and chilling attackers. *-Create Lich
- Dark Ritual - Sacrifices a friendly unit to increase the Lich’s mana. *-Create Lich
- Frost Nova - Blasts an enemy with frost magic, encasing them in ice
- Chain Frost - Sends forth a blast of frost magic which chills several enemy units
- Death and Decay - Marks an area which overtime will slowly die
- Ice Wall - Summons a wall of ice to erupt from the ground
- Nether Portal - Kel’Thuzad can open small portals to the Twisting Nether, allowing several lesser demons to come through

Anub’Arak: A former Neurbian king who was killed in the War of the Spider. His mummified body was resurrected by the Lich King, and he now serves as a powerful Crypt Lord.
Skills:
-Spiked Carapace - The Crypt Lord forms barbed layers of chitinous armor that increases its defense and returns damage to enemy melee attackers
- Carrion Beetles - The Crypt Lord progenerates a Carrion Beetle from a target corpse to attack the Crypt Lord's enemies
- Impale - Slams the ground with the Crypt Lord's massive claws, shooting spiked tendrils out in a straight line, dealing damage and hurling enemy ground units into the air in their wake.
- Burrowstrike - The Crypt Lord will dig a tunnel through the ground to reappear behind an enemy
- Caustic Finale - When Anub’Arak attacks an enemy he fills them with poision which will force their bodies to erupt when they die, harming their friends.
- Frenzy - Anub’Arak will get worked up enough that he will go berserk on the enemy troops, smashing through their forces quicker, but placing himself in venerable positions
- Locust Swarm - Locust Swarm - Creates a swarm of angry locusts that bite and tear at nearby enemy units, creating a substance that when they return it to the Crypt Lord, heal him.



Nation Template:

Nation Name:
Race:
Ruler/Player:
Gold Income/Lumber Income/Upkeep/PP income:
Settlement Number/Settlement Max:
Total Military’s PP worth/ Military Maximum PP worth:
Heros:
Military:
Technologies: Weapons -
Ranged -
Siege -
Harness -
Misc -
Magical Knowledge: Arcane -
Holy -
Background:

Sample Nation:

Nation Name: Ugamak
Race: The Ugamaks
Ruler/Player: Council of Ugamaks/
Gold Mines(income)/Lumber Mills(income)/Upkeep/PP income: 1(5)/2(6)/0/11
Settlement Number/Settlement Max: 1/2
Total Military’s PP worth/ Military Maximum PP worth: 10/15
Heros: Level 1 Pit Lord(Devestatadon)
Military: 60 weak Warriors, 20 weak Archers, 4 weak priests, 2 weak mages
Technologies: Weapons - Level I
Ranged - Level I
Siege - level I
Harness - Level I
Misc - None
Magical Knowledge: Arcane - Level I
Holy - Level I
Background: The Ugamaks are refugees from Ugmakia.

Note: There will be pre-made nations, so don't go making your own.
 
And heres what I got for the map so far. NOTICE HOW ITS NOT COMPLETE!!!!
 

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I'M IN WHERE'S THE MAP, BLOOD ELVES, MARK THE REBIRTH OF QUEL'THALAS AND ALL THE SCOURGE SCUM CAN BURN IN MY FIRE!!!!

Uhh can you give me a day to get a nation Warman?
 
I like it. I like it alot. When will it start?
 
I know that most of the Nerubians were killed, but the survivors resist the undead, and can overthrow their dislike of other living nations to smite down their common enemy.
 
NEUBARIANS JOIN THE BLOOD ELVES IN THEIR QUEST TO DESTROY THE SCOURGE, DEATH TO ARTHAS AND THIS TIME LET US MAkE SURE HE STAYS THEIR!!!
 
hahaha. There will be a neurbian resistance yes, and the blood elves are rebuilding Quel'thlas (see new WoW expansion). Notice how the map is not yet done however, and I still need to do all the nation's stats.
 
Of course I know that, my whole life revolves around supporting the Blood Elves and being their fanboy of course. Fill in some of those gaps on the coast of Kalimdor with the naga if you could?
 
The mighty exiles of Azjol Nerub and Quel'Thalas shall retake their homelands and forever put an end to the scourge!
 
KrimzonStriker said:
Of course I know that, my whole life revolves around supporting the Blood Elves and being their fanboy of course. Fill in some of those gaps on the coast of Kalimdor with the naga if you could?

The Naga are more or less disunited and are part of the gray blob that is known as 'creeps' If I added the Naga, I'd have to make an underwater map :crazyeye:
 
I could name several things, but go to this sight www.wowwiki.com Your right Warman in that they are disunited but I see a lot of Cenataur tribe nations so I'll go with the assumption some Naga own a lot of the coast.
 
Arthas will own you!
 
Used to like Orcs. Preffer the Undead nowadays, unless ofcourse I am allowed to create a certain pre-made nation...
 
Nice map, but i think it really needs the mountains. Ie, much of orgrimmars defensive ability comes from it's location next to the mountains.
 
Hello, have you not seen the "unfinished part" jeez. Mountains are all over, haven't put them in yet.
 
Go play the Forsaken the das. And leave Warman alone to finish the map, as to the Naga I'm just saying that some Naga tribes have taken parts of the cost and should be considered as a nation to fill those blanks you've got like the ones near the nightelves. They are a civilization after all, not a bunch of bandits.
 
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