WarNES1: The Coming

Warman17

NES Grandpa
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WarNES1: The Coming

Note: This is the 1st of 4 consecutive NESes. Each will last 15 turns like EQ’s AoHNES. Although there is a general plot I have developed, you will decide the details through each NES.

Story: In year is 1300 AA, 1300 years after arrival. 1300 years ago the races that inhabit this part of the world arrived on the peninsula over the mountains and across the seas. The trek was arduous and few survived, but they have rebuilt. Now nations span across this land as each try to gain dominance. A new threat has arrived however, a group of warlike creatures has arrived over the Great Barrier Mountains. They now pose a serious threat to the stability of the region. Only time will tell what will happen.

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 doesn’t 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 shouldn’t be playing). Poor< Mediocre< Good< Great< Perfect. Anyways here are the units:

Warrior: The basic foot unit. poor attack and defense. 1 gold for 500
-Dwarfish Warrior: mediocre attack and defense in mountains. Costs same.

Archer: 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.

Raider: strong warriors bred for combat. Good attack, poor defense. 1 gold for 250.
-Goblin Raider. Same stats. 1 gold for 400.

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 100
-Human Horseman: great attack, good defense. Same price

Races:
Elves: The elves were the largest group to arrive in Warth and have sustained the balance of power for the last 1300 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 700 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 25 years ago and have quickly settled the area. They spread like wildfire and reproduce quickly. They can build Goblin Raiders.

Technology:

Naval Warfare: Allows construction of Warships. Cost 15 gold

Siege Warfare: Allows construction of Catapults. Cost 20 gold

Armor: Allows the construction of Footmen. Cost 25 gold.

Crossbow: Allows production of Crossbowmen. Cost 25 gold.

Wonders: Only one of each my be built, ever.

Guild of Dominance: A guild of your race’s most powerful fighters. Your UU is more effective. 10 Gold
(Illoria 8/10)

Great City Walls: The most powerful walls in all existence. Will protect your capital. Cost 15 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 20 gold.

Grand Bazaar: Increases gold income by 2 and provides 25% increase in troop production. Cost 25 gold.
(Dwarves 4/25)

Union of [race name]: Will bring a chunk of other nation’s with same race land and military to your side. If a race is undivided they’ll be given a sudden increase in expansion and some free troops. Cost: 30 Gold

Nations:

ELVES:

Illoria: Fantasmo
Gold: 4
Gold per turn: 4 (3/5)
Army: 2000 Warriors, 1750 Elvish Archers, 550 Raiders
Background: The largest and most powerful of Elvish kingdoms to the southwest. They have always controlled the Ilorian forest. Illoria as fought Davania over control of the Western lake for centuries. They consider themselves the true rulers of the elves.

Davania:
Gold: 8
Gold Per turn: 4
Army: 1500 Warriors, 2000 Elvish Archers, 1250 Raiders
Background: Often referred to as the Elves of the Center. The Davanians have long since been at warred with the Illorians over control of the western lake. Davania broke from Illoria a thousand years ago because of a monarchal feud.

Catalia;
Gold: 4
Gold per turn: 4
Army: 1500 Warriors, 1725 Elvish Archers, 1250 Raiders
Background: They have long been removed from the Elven Wars to the west. They however have been fighting against the Dwarves and Humans for centuries. A second group of elves that crossed the Great Barrier Mountains, they distrust the other Elves.

HUMANS:

Tarakfal: Xen
Gold: 16
Gold per turn: 10(1/11)
Army: 1000 Warriors(held up in Doran), 300 Raiders, 700 Human Horsemen
background: Also known as the land of Tarak, it’s capital city. Having rich farmland the humans of Tarakfal have ample food. The humans here have waged war with man and elf alike. Tarakfal is home to some of the greatest Human cities ever in existence, one being it’s capital.

King of Amorfal: Toteone
Gold: 0
Gold per turn: 0
Army: 600 Warriors, 1300 Archers, 50 Raiders, 1100 Human Horsemen
background: The land of Amor, it’s capital city. Amorfal is a large plain that suits it’s horses well. Amorfal has long been able to keep Tarakfal at bay because of the small Jana Forest, allowing only a small front for Tarak forces. Amorfal is the closest nation to the goblins.

DWARVES:

Na-Fonar: Cuivienen
Gold: 4
Gold per turn: 4
Army: 1490 Dwarvish Warriors, 250 Archers, 1650 Raiders
background: Na-Fonar is the Dwarvan word for Mountain Kingdom. The Dwarves live in the rough mountains which have protected them from the elves for a millennia. The Dwarves have some of the strongest metals in Warath as they are great smiths.

GOBLINS:

The Tribe: Contempt
Gold: 5
Gold per turn: 4
Army: 500 Warriors, 250 Archers, 3200 Goblin Raiders, 150 Horsemen
background: The Goblins have appeared only 25 years ago, and their power is quickly growing and their lands quickly spreading. The Goblins are able to reproduce at twice the rate of humans and have already reached the population level of the dwarves. Goblins are crafty and make due with what ever they have. The Goblins stand poised to launch a war for dominance.
 

Attachments

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I claim the Goblins.
 
Tarakfal:
Gold: 4
Gold per turn: 4
Army: 1500 Warriors, 250 Archers, 500 Raiders, 500 Human Horsemen
background: Also known as the land of Tarak, it’s capital city. Having rich farmland the humans of Tarakfal have ample food. The humans here have waged war with man and elf alike. Tarakfal is home to some of the greatest Human cities ever in existence, one being it’s capital.

these guys be mine
 
Illoria:
Gold: 4
Gold per turn: 4
Army: 2500 Warriors, 1000 Elvish Archers, 750 Raiders
Background: The largest and most powerful of Elvish kingdoms to the southwest. They have always controlled the Ilorian forest. Illoria as fought Davania over control of the Western lake for centuries. They consider themselves the true rulers of the elves.

Mine now.
 
Na-Fonar:
Gold: 3
Gold per turn: 3
Army: 3000 Dwarvish Warriors, 250 Archers, 250 Raiders
background: Na-Fonar is the Dwarvan word for Mountain Kingdom. The Dwarves live in the rough mountains which have protected them from the elves for a millennia. The Dwarves have some of the strongest metals in Warath as they are great smiths.


Mine!
 
well according to the number of updates I have, no update today. Please, please, please get orders in ASAP.
 
Damn. To think, I rushed my orders in espescially.
 
1305 AA

The Goblins have unbealivably expanded into the great Barrier Moutnains. Hundreds lie dead in the harsh enviroment but theland is securly theirs.
(-500 warriors)
The Goblins have also began to move towards the Southern Forests. It is uncertain what they will do once they get there. Once they do, not only Amorfal but Na-Fonar will be in their striking distance.

Illoria has expanded into the Southern mountains and have enlarged their border with the Dwarves. Illoria has also brought another thousand archers into their army, most likely for defense.

Tarakfal is on the move as they expand both east and west. They have discovered a way around the forest that blocks another clear path into Amorfal. Amorfal is now worried of attack and has stepped up border guards. Catalia is also worried by the sudden movement ajnd has asked that the neutral forest that lies between the two nations be given to them.

The Dwarves begin to expand out of their age old homeland. The whole of the eastern Western Lake now lies within Dwarven lands. They have also reached the borders of Davania. This has prompted much attention by the Davanian King and he has ordered troops to portect the border.

DIPLOMACY:

To Tarakfal
From Catalia:
We are taking the neutral forest that lies between our lands. We are just countering your move.
 

Attachments

  • Amon's map.GIF
    Amon's map.GIF
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Amorfal:
Gold: 8
Gold per turn: 4
Army: 1000 Warriors, 500 Archers, 250 Raiders, 600 Human Horsemen
background: The land of Amor, it&#8217;s capital city. Amorfal is a large plain that suits it&#8217;s horses well. Amorfal has long been able to keep Tarakfal at bay because of the small Jana Forest, allowing only a small front for Tarak forces. Amorfal is the closest nation to the goblins

- I claim these guys.
 
toteone, you can only spend what you have in gold, please redo your orders
 
Interesting... Two questions:

1 - Can I create my own nation?
2 - Can I create my own race?
 
1- No
and
2- No

It's simple for a reason. Now then I only have 1 orders, where are the others?
 
Orders

*Increase Gold per turn (3 Gold)

*Bank other gold
 
ORDERS!!!


- Same as him ^
- Also, expand to south, west and northwest.
 
Orders:

Invest all three economies into increasing our gold per turn. (Grand Bazaar on hold)

Expand into the southern mountains using 1000 Dwarvish Warriors and fortify the borders with both Elvish kingdoms.


To: Davania
From: Na-Fonar

We mean no harm to you or your nation and would like to ensure you that drastic defensive measures against a Dwarvish attack are unnecessary. We are peaceful unless insulted.
 
orders- spend all economy banked, and that i sicnoming on incresing the economy gained per turn as much a spossible
 
Turn 2- 1310 AA

Massive Amorfal buildup has commenced. Around 800 new horsemen have been pulled up and into military service. It could possibly be in respinse to the Goblins who they have discovered to the south. News of the Goblin's arrival has gone across the entire continent.

The Goblins meanwhile have reached the forest to the north. The resources available make it possible to construct a new settlement. 5 gold is needed, but it will increase the economy and give some warriors.

In the Southern Mountains, the Dwarves and Illoria have come to a disagreemnt. The Elven general has declared the entire mountains part of Illoria, but the Dwarves have secured the eastern portion of the mountains. It would appear a war could be brewing.
 

Attachments

  • Amon's map.GIF
    Amon's map.GIF
    22.6 KB · Views: 121
To Na-Fonar
From Illoria

Can we come to an agreement? The border we have now, stays that way, otherwise we kill you.
 
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