WoWNES

Warman17

NES Grandpa
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yay my first job modding an NES in 2 years!

WoWNES

Background: It's been 5 years since the end of The Third War (WCIII), and 4 since the event surrounding Arthas' merger with Ner'zhul to become a single powerful being (WCIII:TFT). Many new nations have arisen do to the turmoil and a new political order has been established. But already this order is steadily declining into warfare and contest. You must lead your people to victory!

For much more background consult www.wowwiki.com

STATS
Nation - player
Race:
Economy:
Heroes:
Army:
Navy:
Air:
Magic:

Economy:
Gold! Every turn you will receive a certain amount of gold based on your economy/size/etc. It must all be spent. Gold can only be spent on increasing power ratings, heroes, and projects. It can be traded/given to other nations.

Military:
Represented by Power Ratings. Power ratings in turn represent the overall size, quality, and well-being of the category it represents (Army, Navy, Air, Magic). There is also a small description to say what type of force makes up that category. These are important to know when deciding strategies and tactics as a light infantry army will be ill-suited to a stand-up fight (even if it is a higher power rating). The amount of what type of unit makes up the category will be defined as:

Mostly: 50%+ of your army is made up of this type of unit.
Many: 25%+ of your army is made up of this unit
Few: 5%+ of your army is made up of this unit

So an army that’s “mostly heavy infantry, many light infantry, and few cavalry” whose power rating is 100 mans at least 50 of it is heavy infantry, at least 25 of it is light infantry, and at least 5 of it is cavalry. Once again this helps you decide strategy.

1 gold can be used to increase any category by 1 power rating (given your race is capable of doing so). You may also direct the spending to a certain type of unit to slowly change your force's make-up. If you don't I will keep the status quo of your force make-up.

Descriptors:
Army:

Most armies are made up of the “normal types” of army units. All humanoid (see below) are capable of building the following types of army units.

~normal types~
Tribal Fighters: Individual warriors and hunters who seek glory in battle. Not well organized, but can be considered a mix of light and heavy infantry.
Light Infantry: Archers and other skirmishers who harass the enemy more-so than engage them.
Heavy Infantry: Heavily armed and armored soldiers who are trained to stand and fight.
Mixed Infantry: No type has dominance in your army, which tries to utilize both equally.
Cavalry: Powerful mounted soldiers who can both harass and charge the enemy.

Some races are just naturally different from how conventional armies can be set up. As such they are relegated to special units that describe how their forces are made up. See Races section to know who can build what.

~special types~
Undead: Various ghoulds, ghosts, skelatons, and zombies who make up an undead swarm. Tenacious and unyielding.
Centaur Fighters: A mixture between tribal fighters and cavalry due to Centaurs’ nature.
Silithid: Unintelligent insectoid creatures controlled by the Qiraji. Uses natural armor and weapons.
Nerubian: Intelligent arachnoids – little stronger than tribal fighters. Uses artificial armor and weapons.
Dragonkin: Bi or quad pedal dragon-men who serve as foot soldiers and servants to the dragons. Considered a little stronger than heavy infantry.

Navy:
Ships are a necessity considering much of the world is covered in ocean. Almost every race can build these.

Corvette: small maneuverable ships; good at raiding
Frigate: medium sized ships built mainly for transport
Battleship: Ships designed specifically for heavy combat
Juggernaut: Very powerful leftover relic of the Second War. Only one currently remains functional.

Air:

There are many flying creatures on Azeroth that are capable of mounting a humanoid rider. As such most races have developed ways of taming and riding these creatures into battle.

Light Riders: Quick skirmishers designed for hit-and-run
Heavy Riders: Cavalry of the sky; hit the enemy hard from above.
Beasts: Beats tamed and let loose to attack enemy air and ground. More resilient than riders, but less organized.
Zeppelin: Flying balloons used for reconnaissance, transport, and light bombing

Dragons: Powerful flying creatures capable of using magic (so don’t let the dragonflights’ lack of magic power rating fool you). Dragons are the only special flying unit.

Magic:
There are many types of magic: Arcane, Fire, Nature, Frost, Holy, Shadow, etc. As a result all races have certain individuals who can tap into these forces and use them to benefit themselves and their allies, and harm their enemies.

Your magic category will always be “mostly” one of the following types:
Damage: Your magic-users are tasked primarily with hurting the enemy. Increases enemy casualties.
Support: Your magic-users are tasked primarily with helping your forces. Decreases friendly casualties.
Balanced: Your magic-users will try to equally damage the enemy and help your forces. Balances increasing enemy casualties and decreasing friendly casualties.

Heroes:
Heroes are powerful leaders, champions, and magic-users who can turn the tide of a battle. They are a rallying source and provide great morale boosts in combat. As such their security is also very important as a dead hero will cast doubt across entire armies. For ease Heroes are classified as three types (rather than deal with a plethora of ‘classes’):

Strength: Relies on their might and toughness to physically overpower their enemies and lead the charge.
Ex. Warriors, Paladins, Mountain Kings, Pit Lords

Agility: Relies on speed, stealth, and cunning to outmaneuver and trick their enemies.
Ex. Rogues, Rangers, Blademasters, Dreadlords

Intelligence: Relies on their immense knowledge of magic to dominate their enemies.
Ex. Mages, Priests, Seers, Liches

Heroes will also have levels ranked 1-10. (Some special ones have 11). The higher the level the more experienced and powerful a hero becomes. Levels only come with experience in combat. Also, Heroes are named and will play important roles story wise.

New heroes cost 5 gold. While initially weak and not really worth their weight in gold should they perish, if they survive and grow strong it makes a worthwhile investment.

Spoiler Level Power :
Level 1 -> 1 Power
Level 2 -> 2 Power
3 -> 4
4 -> 5
5 -> 6
6 -> 8
7 -> 9
8 -> 10
9 -> 12
10 -> 14
11 -> 24


Projects:
Any miscellaneous orders which will need gold to accomplish. For example: building a fortress, expanding a road, setting up a port. Also includes things that could increase your economy such as “farm development” or “expand gold mines.” They could even have special bonuses like “New Plague of Undeath” or “Spy Network.” Whatever you can think of.

Races:
Humanoid: The majority of Azeroth’s races. As such the rules are mostly focused for them. They can build as they please, except for “special” units of course.

Qiraji/Silithid: An ancient insectoid race. Can only produce Silithid for Army and Beasts for Air. No navies either.

Nerubian: Another ancient insectoid/arachnoid race. Can only produce Nerubians for Army and Beasts for Air.

Undead: Walking corpses. They may only build Undead for Army and Beasts for Air. They have the special ability to raise back a certain number of friendly and enemy slain Power Rating after a successful battle due to their necromantic magic. The amount is related to the amount of Magic power used and left after the battle.

Demon: Demons. They can only produce Magic units, but his power rating also functions somewhat as their Army.

Dragon: Dragons. They can only produce Dragonkin and Dragons.

Centaur: Half-humanoid, half-horse. They can only make Centaur Fighters.

Naga: Night Elves transformed into half humanoid half-sea serpents. Since the Naga are amphibious they have no need for boats, and also have no rider and cavalry capability. Being amphibious though means their units can simply transport themselves across the sea without need of a navy.

MAP KEY:
Small Dot: A mine or slightly fortified location. [3 power]
Medium Dot: An outpost or lightly fortified location [6 power]
Large Dot: A town or moderately fortified location [12 power]
Huge Dot: A city or heavily fortified location [24 power]

Next to each type of unit there will be a fraction representing its power. Scales start at zero and work their way up to the maximum on the right based on technologies.

Special Map Rules:
Teldrassil: Home to the night elf capital/Darnassus. The island is split into two parts (thus the two black rings) the outer section is the natural island, and the inner section is the top of a massive tree planted after the end of The Third War. There are two ways to the top 1) via a magical portal between Darnassus and the town on the outer ring, and 2) using some sort of air transport.

Un’Goro Crater: The region in southern Kalimdor which is in the middle and has a border with its surrounding area. Un’Goro is separated mostly from the outside world with very steep mountains making ground entry only viable by the two entrances and by air.

Scarab Wall: The nation of Ahn’Qiraj is separated from itself by a black border. This represents the Scarab Wall, placed there a thousand years ago by Night Elves and Dragons. It is a physical and magical barrier preventing movement from one side to the other. Until it is opened the Qiriji can’t join their silithid servants, but they are also safe from attack.

The Maelstrom: The large darkish cloud in the middle of the map. It is impossible to traverse, and ships even nearing it are in danger. It is believed to be home to the underwater empires of the Naga and Makura races.

Blackrock Mountain: Blackrock Mountain is the city/capital shared between the Old Horde and Dark Iron Dwarves. The Mountain itself is split between the Blackrock Spire of the Old Horde on the upper levels and the Blackrock Depths of the Dark Iron Dwarves on the lower levels. It functions as two cities in one location.

The Dark Portal: Located in the Blasted Lands and currently inoperable. The Burning Legion tires day and night to find a way to open the portal back up to Outland, and link up with their brethren.

Confederated Nations: Some nations are confederations of several tribes/political groups. As such the areas not directly under the control of the capital will be marked separate on the map. These areas have a greater chance of rebellion than normal, but the loss of the capital will not hinder the confederation as a whole.

Noncontiguous Nations: Some nations, like Kolkar, are Noncontiguous nations. As such their forces are spread out between different areas they control, marked in ( ) in the stats. You may build new units in an area that is not part of the main, capital, area for 1 extra gold per unit. While sometimes a nation may have a similar situation, if there is a sea connection the extra gold rule does not apply and free movement is allowed (if transports aren’t attacked at sea of course).
 
Whose Who (15 players)

Spitelash - abaddon
Thunder Bluff - bestshot9
Stonemaul - Nailix
Sandfury - lord_joakim
Ahn'Qiraj - andis-1
Silvermoon -KrimzonStriker
Amani - Lord_Iggy
Scourge (Lordaeron) - flyingchicken
Undercity - Kentharu
Hillsbrad - das
Kul Tiras - human-slaughter
Ironforge - thelastjacobite
Red Dragonflight - dldnjstjr
Stormwind - eqandcivfanatic
Venture Company - The Loser

Diplomatic Agreements:
Alliance: Nations agree on a common military front (includes RoT)
Non-Aggression Pact (NAP): Nations are to not go to war for whatever reason. You are allowed to revoke an NAP at any time, but without a turn in-between the revocation and war there will be negative consequences.
Right of Travel (RoT): Allows military forces access to travel through their lands
Economic Agreement (EA): Binds together the economies of two nations, increasing both, but also forcing a symbiotic relation.
Protection Agreement (PA): One nation agrees to aid another in a defensive war. Not necessarily two-way.

The Grand Alliance (Alliance)
Darnassus, Exodar, Thereamore, High Elves, Dalaran, Hillsbrad, Stromgarde, Ironforge, Stormwind, Northrend Expedition, Tuskarr

The Horde (Alliance)
Ogrimmar, Thunder Bluff, Stonemaul, Silvermoon, Undercity, Reventusk, Taunka

The Dark Horde (Alliance)
Dragonmaw, Old Horde, Black Dragonflight

Nazjatar (Alliance)
Slitherblade, Spirelash

The Undying Scourge
Scourge(Lordaeron), Scourge(Northrend)

Trade Coalition (NAP and RoT)
Steamwheedle, Venture, Bilgewater, Tinker’s, Smokeywood

Ogrimmar-Venture Economic Agreement (EA, RoT)
Ogrimmar, Venture Company

Ratchet Agreement (Right of Travel - Ratchet)
Ogrimmar, Steamwheedle

Friends of The Alliance (PA)
Grand Alliance -> Wildhammer, Kul Tiras

Stillpine Protection Agreement (PA)
Exodar -> Stillpine

CURRENT WARS:
Stillpine vs. Bristlelimb
Amani; Razorfen; Kolkar; Zalazane; Scarlet Crusade; Rot Hide vs. Horde
The Horde; The Grand Alliance; Argent Dawn; Scarlet Crusade vs. The Undying Scourge
Syndicate and Boulderfist; The Dark Horde; Defias Brotherhood; Dark Iron Dwarves vs Grand Alliance
The Dark Horde vs. Dark Iron Dwarves
Vul’Gol vs. Defias
Venture Company vs. Bilgewater Cartel
 
NATION STATS

KALIMDOR

Northern Kalimdor:
Spoiler :
Darnassus – Nallix
Race: Humanoid (Night Elf)
Economy: 28 Gold
Heroes: High Priestess Tyrande Whisperwind (Level 9 Intelligence), Archdruid Fandrel Staghelm (Level 8 Intelligence), General Shandris Feathermoon (Level 7 Agility), Andorashi (Level 2 Agility)
Army: 95 (Mostly light infantry; many cavalry; few heavy infantry)
Navy: 51 (Mostly corvettes; few frigates)
Air: 48 (Mostly light riders; many beasts)
Magic: 92 (Mostly support)

Axxarien
Race: Humanoid (Satyr)
Economy: 7 gold
Heroes: Zevrax (Level 2 Agility)
Army: 58 (Mostly tribal fighters)
Navy: 0
Air: 2 (Mostly beasts)
Magic: 38 (Mostly damage)

Exodar
Race: Humanoid (Draenei)
Economy: 14 Gold
Heroes: Prohpet Velen (Level 9 Intelligence) Farseer Nobundo (Level 7 Intelligence)
Army: 100 (Mostly heavy infantry, many light infantry, few cavalry)
Navy: 14 (Mostly corvettes)
Air: 15 (Mostly light riders)
Magic: 60 (Mostly balanced)

Stillpine
Race: Humanoid (Furbolg)
Economy: 3 Gold
Heroes: High Chief Stillpine (Level 1 Strength)
Army: 21 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 11 (Mostly balanced)

Bristlelimb
Race: Humanoid (Furbolg)
Economy: 5 Gold
Heroes: High Chief Bristlelimb (Level 1 Strength)
Army: 42 (Mostly Tribal fighters)
Navy: 0
Air: 0
Magic: 22 (Mostly balanced)

Deth’ryll
Race: Humanoid (Satyr)
Economy: 7 Gold
Heroes: Licillin (Level 2 Agility)
Army: 63 (Mostly tribal fighters)
Navy: 0
Air: 2 (Mostly beasts)
Magic: 33 (Mostly damage)

Shatterspear
Race: Humanoid (Jungle Troll)
Economy: 4 Gold
Heroes: Una Ji'ro (Level 1 Agility)
Army: 38 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 18 (Mostly balanced)

Cenarion Circle
Race: Humanoid (Night Elf, Tauren)
Economy: 14 Gold
Heroes: Remulos (Level 8 Intelligence), Commander Mar'alith (Level 6 Strength)
Army: 86 (Mostly mixed infantry, few cavalry)
Navy: 0
Air: 15 (Mostly light riders)
Magic: 95 (Mostly support)

Winterfall
Race: Humanoid (Furbolg)
Economy: 5 Gold
Heroes: High Chief Winterfall (Level 5 Strength)
Army: 45 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 25 (Mostly balanced)

Timbermaw
Race: Humanoid (Furbolg)
Economy: 12 Gold
Heroes: Gorn One Eye (Level 5 Strength), Kernda (Level 5 Intelligence), Nafian (Level 1 Agility)
Army: 100 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 63 (Mostly balanced)

Jaedenar
Race: Humanoid (Orc, Satyr, Demon, various)
Economy: 13 Gold
Heroes: Fel’dan (Level 6 Intelligence), Lord Banehollow (Level 6 Agility), Ilkrud Magthrull (Level 3 Intelligence – Ashenvale)
Army: 75 (Mostly tribal fighters, many mixed infantry)
Navy: 0
Air: 1 (Mostly beasts)
Magic: 77 (Mostly damage)

Twilight’s Hammer Cult
Race: Humanoid (various)
Economy: 12 gold
Heroes: Twilight Lord Kelris (Level 3 Intelligence), Twilight Lord Everun (Level 5 Intelligence)
Army: 51 (Mostly mixed infantry; few cavalry)
Navy: 14 (Mostly corvettes)
Air: 0
Magic: 48 (Mostly damage)

Thistlefur
Race: Humanoid (Furbolg)
Economy: 4 Gold
Heroes: Dal Bloodclaw (Level 3 Strength)
Army: 34 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 22 (Mostly balanced)

Bloodtooth
Race: Humanoid (Furbolg)
Economy: 4 Gold
Heroes: Ran Bloodtooth (Level 3 Strength)
Army: 34 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 22 (Mostly balanced)

Blackheart
Race: Humanoid (Satyr)
Economy: 5 Gold
Heroes: Geltharis (Level 3 Agility)
Army: 35 (Mostly Tribal fighters)
Navy: 0
Air: 0
Magic: 35 (Mostly damage)

Spitelash - Abaddon
Race: Naga
Economy: 10 Gold
Heroes: Warlord Krellian (Level 5 Strength), Sandar (Level 1 Intelligence)
Army: 39 (Mostly tribal fighters; few mixed infantry)
Navy: 0
Air: 7 (Mostly beasts)
Magic: 30 (Mostly damage)
Project: Economic Development: DONE(+1 g/t)

Legashi
Race: Humanoid (Satyr)
Economy: 4 Gold
Heroes: Master Feardred (Level 5 Agility)
Army: 28 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 28 (Mostly damage)



Central/Southern Kalimdor:
Spoiler :
Orgrimmar
Race: Humanoid (Orc, Troll)
Economy: 25 Gold
Heroes: Warchief Thrall (Level 9 Intelligence), Vol’jin (Level 8 Intelligence), High Overlord Saurfang (Level 7 Strength)
Army: 113 (Mostly heavy infantry; many light infantry; few cavalry)
Navy: 43 (Mostly Corvettes; few frigates)
Air: 38 (Mostly mixed riders and zeppelins)
Magic: 65 (Mostly balanced)

Zalazane
Race: Undead
Economy: 3 Gold
Heroes: Zalazane (Level 2 Intelligence)
Army: 18 (Mostly undead)
Navy: 0
Air: 0
Magic: 23 (Mostly balanced)

Witchwing
Race: Humanoid (Harpy)
Economy: 6 Gold
Heroes: Serena Bloodfeather (Level 2 Agility), Sister Rathtalon (Level 2 Agility)
Army: 21 (Mostly tribal fighters)
Navy: 0
Air: 7 (mostly beasts)
Magic: 19 (Mostly damage)

Burning Blade Clan
Race: Humanoid (Orcs, Satyrs, Demons)
Economy: 8 Gold
Heroes: Klass Metalfist (Level 4 Intelligence), Lord Azrethoc (Level 4 Strength)
Army: 60 (Mostly mixed infantry; few cavalry)
Navy: 0
Air: 7 (mostly beasts, few light riders)
Magic: 45 (Mostly damage)

Kolkar
Race: Centaur
Economy: 8 Gold
Heroes: Khan Dez'hepah (Level 4 Strength) Warlord Krom’Zar (Level 4 Strength)
Army: (Desolace) 33; (Central Barrens) 26; [all mostly centaur fighters]
Navy: 0
Air: 0
Magic: (Desolace) 12; (Central Barrens) 10; [all mostly balanced]

Maraudine
Race: Centaur
Economy: 6 Gold
Heroes: Khan Hratha (Level 5 Strength), Princess Theradras (Level 6 Strength, in Maraudon – cannot leave)
Army: 57 (Mostly centaur fighters)
Navy: 0
Air: 0
Magic: 25 (mostly balanced); 37 (mostly support. in Maraudon – cannot leave)

Gelkis
Race: Centaur
Economy: 6 Gold
Heroes: Khan Shaka (Level 4 Strength)
Army: 52 (Mostly centaur fighters)
Navy: 0
Air: 0
Magic: 32 (Mostly support)

Magram
Race: Centaur
Economy: 6 Gold
Heroes: Khan Jehn (Level 4 Strength)
Army: 75 (Mostly centaur fighters)
Navy: 0
Air: 0
Magic: 9 (Mostly balanced)

Palemane
Race: Humanoid (Gnoll)
Economy: 2 Gold
Heroes: Snagglespear (Level 1 Strength)
Army: 19 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 9 (Mostly balanced)

Northspring
Race: Humanoid (Harpy)
Economy: 7 gold
Heroes: Edana Hatetalon (Level 5 Intelligence)
Army: 52 (Mostly tribal fighters)
Navy: 0
Air: 11 (Mostly beasts)
Magic: 35 (Mostly damage)

Gordok
Race: Humanoid (Ogre)
Economy: 7 gold
Heroes: King Gordok (Level 7 Strength), Skarr the Unbreakable (Level 6 Strength)
Army: 92 (Mostly heavy infantry; few light infantry)
Navy: 0
Air: 0
Magic: 10 (Mostly damage)

Gordunni
Race: Humanoid (Orge)
Economy: 5 Gold
Heroes: Cho'Rush the Observer (Level 6 Intelligence)
Army: 30 (Mostly heavy infantry; few light infantry)
Navy: 0
Air: 0
Magic: 46 (Mostly Damage)

Woodpaw
Race: Humanoid (Gnoll)
Economy: 4 Gold
Heroes: Miblon Snarltooth (Level 5 Agility)
Army: 34 (Mostly Tribal fighters)
Navy: 0
Air: 0
Magic: 22 (Mostly balanced)

Thunder Bluff - bestshot9 ***
Race: Humanoid (Tauren)
Economy: 23 Gold
Heroes: High Chieftain Cairne Bloodhoof (Level 9 Strength), Archdruid Hamuul Runetotem (Level 7 Intelligence), Elder Crone Magatha Grimtotem (Level 7 Intelligence)
Army: 113 (Mostly heavy infantry; many light infantry; few cavalry)
Navy: 0
Air: 20 (Mostly light riders; many heavy riders; few zeppelins)
Magic: 86 (Mostly support)

Razorfen
Race: Humanoid (Quillboar)
Economy: 12 Gold
Heroes: The Crone Charlga Razorflank (Level 4 Intelligence), Razormane Champion Hagg Taurenbane (Level 4 Strength)
Army: (Southern Barrens) 52; (Durotar) 10; (Northern Barrens) 14 [(Mostly tribal fighters; few undead)]
Navy: 0
Air: 10 (Mostly beasts)
Magic: (Southern Barrens) 48; (Durotar) 9; (Northern Barrens) 12 [Mostly Balanced]

Scourge (Kalimdor)
Race: Undead
Economy: 5 Gold
Heroes: Amnennar the Coldbringer (Level 5 Intelligence)
Army: 32 (Mostly undead, few nerubians)
Navy: 0
Air: 0
Magic: 12 (Mostly damage)

Stonemaul
Race: Humanoid (Ogre)
Economy: 5 Gold
Heroes: Overlord Mok'Morokk (Level 5 Strength), Grow'Vedom (Level 1 Intelligence)
Army: 34 (Mostly heavy infantry; few light infantry)
Mavy: 0
Air: 1 (Mostly beasts)
Magic: 15 (Mostly damage)
Project: Farms - +1 g/t (DONE)

Theramore
Race: Humanoid (Human and High Elf)
Economy: 15 Gold
Heroes: Lady Jaina Proudmoore (Level 9 Intelligence)
Army: 100 (Mostly mixed infantry; few cavalry)
Navy: 33 (Mostly corvettes; few frigates)
Air: 25 (Mostly Light riders; few heavy riders)
Magic: 49 (Mostly balanced)

Galak
Race: Centaur
Economy: 6 Gold
Heroes: Achellios the Banished (Level 4 Strength)
Army: 52 (Mostly centaur fighters)
Navy: 0
Air: 0
Magic: 32 (Mostly balanced)

Sandfury - lord_joakim
Race: Humanoid (Sand Troll)
Economy: 8 Gold
Heroes: Chief Ukorz Sandscalp (Level 6 Strength), Shadowpriest Shezz’ziz (Level 5 Intelligence)
Army: 50 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 35 (Mostly balanced)
Project: Ghaz'rilla Monument - +5 Magic/turn (DONE) Bat Taming Schools – +2 Air/Turn, +5 air (12/15)

Dunemaul
Race: Humanoid (Ogre)
Economy: 4 Gold
Heroes: Gor'marok the Ravager (Level 5 Strength)
Army: 38 (Mostly heavy infantry; few light infantry)
Navy: 0
Air: 0
Magic: 18 (Mostly damage)

Ahn'Qiraj - andis-1
Race: Qiraji/Silithid
Economy: 20 Gold
Heroes: Twin Emperors (Level 9 Intelligence – currently behind Scarab Wall), General Rajaxx (Level 9 Strength – currently behind the Scarab Wall) C’Thun (Level 11 Intelligence – cannot leave Ahn'Qiraj capital), Princess Huhuran (Level 3 Strength – currently behind scarab wall)
Army: 110 (Mostly silithid. 35 outside Scarab Wall, 35 in the pocket north of that, and 10 in each pocket)
Navy: 0
Air: 20 (Mostly beasts)
Magic: 70 (Mostly damage. behind Scarab Wall)
Project: Princess Huhuran – Secret (DONE); Three Extraordinary Artifacts – Secret (DONE), Hive'Ashi – Secret (5/20)

Black Dragonflight
Race: Dragon
Economy: 6 Gold
Heroes: Nefarian (Level 10 Intelligence), Onyxia (Level 9 Intelligence), General Drakkisath (Level 8 Strength)
Army: 45 (Mostly Dragonkin. Kalimdor); 25 (Mostly Dragonkin. E. Kingdoms)
Navy: 0
Air: 25 (Mostly Dragons. Kalimdor); 35 (Mostly Dragons. E. Kingdoms)
Magic: 0

Bronze Dragonflight
Race: Dragon
Economy: 4 Gold
Heroes: Nozdormu the Timeless One (Level 11 Inteligence – Currently protecting timeline), Anachronos (Level 10 Intelligence), Soridormi (Level 10 Intelligence)
Army: 25 (Mostly Dragonkin); 11 (Mostly Dragonkin. Hyjal Summit)
Navy: 0
Air: 90 (Mostly dragons)
Magic: 0


EASTERN KINGDOMS

Lordaeron:
Spoiler :
Silvermoon -KrimzonStriker
Race: Humanoid (Blood Elf)
Economy: 18 Gold
Heroes: Regent Lord Lor'themar Theron (Level 9 Agility) Ranger-General Halduron Brightwing (Level 8 Agility), Grand Magister Rommath (Level 8 Intelligence), Lady Liadrin, Matriarch of the Blood Knights (Level 1 Strength)
Army: 81 (Mostly light infantry; few heavy infantry; few cavalry)
Navy: 13 (Mostly corvettes)
Air: 13 (Mostly light riders)
Magic: 41 (Mostly balanced)
Project: Reconstructing the Kingdom - +2 g/t (done)

High Elves
Race: Humanoid (High Elf)
Economy: 4 Gold
Heroes: Ranger Lord Hawkspear (Level 7 Agility)
Army: 26 (Mostly light infantry; many heavy infantry)
Navy: 15 (Mostly corvettes; few frigates)
Air: 0
Magic: 15 (Mostly balanced)

Amani - Lord_Iggy
Race: Humanoid (Forest Troll)
Economy: 12 Gold
Heroes: Warlord Zul’jin (Level 9 Agility), Hex Lord Malacrass (Level 8 Intelligence), Gujo (Level 2 Strength)
Army: 38 (Mostly light infantry; many heavy infantry)
Navy: 0
Air: 3 (Mostly beasts)
Magic: 15 (Mostly support)
Project; Malacrass’ Project (Secret) – (18/30)

The Scourge (Lordaeron) - flyingchicken
Race: Undead
Economy: 25 Gold
Heroes: Archlich Kel’Thuzad (Level 9 Intelligence), Sapphiron (Level 9 Intelligence) Baron Rivendare (Level 7 Strength), Araj the Summoner (Level 7 Intelligence), Lord Darkscythe (Level 1 Strength), Marduk Blackpool (Level 4 Strength)
Army: 89 (Mostly Undead; few Nerubians)
Navy: 0
Air: 39 (Mostly beast; few dragon)
Magic: 48 (Mostly damage)
Project: Plague Production – Additional Misc. Power (3/?)

Argent Dawn
Race: Humanoid (Human, Dwarf, Forsaken, Orc various)
Economy: 10 Gold
Heroes: Lord Maxwell Tyrosus (Level 7 Strength), Archmage Angela Dosantos (Level 7 Intelligence), Korfax, Champion of the Light (Level 7 Strength)
Army: (Eastern) 29 (Mostly mixed infantry; many cavalry)
(Western) 27 (Mostly mixed infantry; few cavalry)
Navy: 5 (Mostly corvettes)
Air: 5 (Mostly Light riders)
Magic: (Eastern) 14 (Mostly support); (Western) 13 (Mostly support)

Scarlet Crusade
Race: Humanoid (Human)
Economy: 8 Gold
Heroes: High General Abbendis (Level 6 Strength)
Army: 35 (Mostly mixed infantry; few cavalry)
Navy: 5 (Mostly corvettes)
Air: 0
Magic: 16 (Mostly support)

Undercity – Kentharu
Race: Humanoid (Undead-Forsaken)
Economy: 14 Gold
Heroes: Banshee Queen Sylvanas Windrunner (Level 9 Agility), Varimathras (Level 8 Agility), Champion of the Banshee Queen Nathanos Blightcaller (Level 7 Agility), Deathstalker Commander Drake (Level 2 Agility)
Army: 50 (Mostly mixed infantty; few cavalry); (In Tarren Mill) 16 (Mostly mixed infantry)
Navy: 3 (Mostly corvettes – Lordamere Lake); 4 (Mostly Corvettes – Ocean)
Air: 17 (Mostly light riders; many zeppelins)
Magic: 41 (Mostly balanced); (Tarren Mill) 11 (Mostly balanced)

Crushridge
Race: Humanoid (Ogre)
Economy: 5 Gold
Heroes: Mug'thol (Level 5 Strength), Grel'borg the Miser (Level 4 Intelligence)
Army: 40 (Mostly heavy infantry; few light infantry)
Navy: 0
Air: 0
Magic: 30 (Mostly damage)

Dalaran
Race: Humanoid (Human)
Economy: 7 Gold
Heroes: Archmage Ansirem Runeweaver (Level 5 Intelligence), Archmage Ataeric (Level 3 Intelligence)
Army: 35 (Mostly mixed infantry, few cavalry)
Navy: 2 (Mostly corvettes)
Air: 6 (Mostly mixed riders)
Magic: 59 (Mostly damage)
Projects: Improved Infrastructure - +1g/t (2/5)

Shadowfang
Race: Humanoid (Worgen)
Economy: 4 Gold
Heroes: Archmage Arugal (Level 4 Intelligence)
Army: 34 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 14 (Mostly damage)

Gilneas
Race: Humanoid (Human)
Economy: 6 Gold
Heroes: Lord Greymane (Level 1 Strength)
Army: 40 (Mostly heavy infantry; many light infantry; few cavalry)
Navy: 4 (Mostly corvettes)
Air: 0
Magic: 15 (Mostly balanced)
Project: Super Isolation – nothing in and out (DONE)

Hillsbrad - das
Race: Humanoid (Human)
Economy: 5 Gold
Heroes: Marshal Marcus Redpath (Level 5 Strength)
Army: 30 (Mostly mixed infantry)
Navy: 2 (Mostly corvettes)
Air: 4 (Mostly light riders)
Magic: 12 (Mostly balanced)

Syndicate
Race: Humanoid (Human)
Economy: 7 Gold
Heroes: Lord Aliden Perenolde (Level 5 Strength), Lord Falconcrest (Level 5 Agility)
Army: 38 (Mostly light infantry; many heavy infantry)
Navy: 0
Air: 0
Magic: 26 (Mostly damage)

Stromgarde
Race: Humanoid (Human)
Economy: 5 Gold
Heroes: Prince Galen Trollbane (Level 5 Strength), Commander Amaren (Level 5 Strength)
Army: 29 (Mostly mixed infantry; few cavalry)
Navy: 2 (Mostly Corvettes)
Air: 5 (Mostly light riders)
Magic: 14 (Mostly balanced)

Boulderfist
Race: Humanoid (Ogre)
Economy: 4 Gold
Heroes: Kor'gresh Coldrage (Level 4 Intelligence)
Army: 29 (Mostly heavy infantry; few light infantry)
Navy: 0
Air: 0
Magic: 15 (Mostly damage)

Revantusk
Race: Humanoid (Forest Troll)
Economy: 2 Gold
Heroes: Primal Torntusk (Level 6 Intelligence)
Army: 13 (Mostly tribal fighters)
Navy: 2 (Mostly corvette)
Air: 0
Magic: 13 (Mostly balanced)

Vilebranch
Race: Humanoid (Forest Troll)
Economy: 5 Gold
Heroes: Vile Priestess Hexx (Level 6 Intelligence)
Army: 40 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 30 (Mostly support)

Witherbark
Race: Humanoid (Forest Troll)
Economy: 4 Gold
Heroes: Witch Doctor Mai'jin (Level 5 Intelligence)
Army: 38 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 18 (Mostly balanced)

Wildhammer
Race: Humanoid (Hill Dwarf)
Economy: 8 Gold
Heroes: High Thane Falstad Wildhammer (Level 6 Strength)
Army: 45 (Mostly mixed infantry)
Navy: 0
Air: 32 (Mostly heavy riders; many light riders)
Magic: 45 (Mostly balanced)

Kul Tiras - human-slaughter ***
Race: Humanoid (Human)
Economy: 12 Gold
Heroes: Admiral Tandred Proudmoore (Level 2 Strength), Colonial Commander Zalaphil (Level 1 Strength)
Army: 59 (Mostly mixed infantry; few cavalry)
Navy: 58 (Mostly corvettes; many frigates; few battleships)
Air: 5 (Mostly light riders)
Magic: 24 (Mostly balanced)
Project: Improved Infrastructure - +1g/t (4/5)


Khaz Modan/Azeroth:
Spoiler :
Ironforge - TheLastJacobite
Race: Humanoid (Mountain Dwarf and Gnome)
Economy: 20 Gold
Heroes: King Magni Bronzebeard (Level 9 Strength), High Tinker Mekkatorque (Level 8 Intelligence), General Vanndar Stormpike (Level 7 Strength), Thudd (Level 1 Strength)
Army: 95 (Mostly mixed infantry; few cavalry)
Navy: 29 (Mostly corvettes; many frigates)
Air: 31 (Mostly mixed riders)
Magic: 42 (Mostly support)

Dragonmaw
Race: Humanoid (Orc)
Economy: 7 Gold
Heroes: Chieftain Nek'rosh Skullcrusher (Level 3 Strength), Warlord Ma'ruk Wyrmscale (Level 3 Strength)
Army: 35 (Mostly heavy infantry; many light infantry)
Navy: 0
Air: 0
Magic: 13 (Mostly damage)

Red Dragonflight - dldnjstjr
Race: Dragon
Economy: 5 Gold
Heroes: Dragonqueen Alexstrasza the Life-Binder (Level 11 Intelligence), Prime Consort Korialstrasz (Level 10 Intelligence), Vaelastrasz (Level 9 Intelligence), Araelastrasz (Level 2 Intelligence)
Army: 30 (Mostly Dragonkin. Grim Batol); 10 (Mostly Dragonkin. Hyjal Summit)
Navy: 0
Air: 83 (Mostly dragons)
Magic: 0
Project: Hero – Level 1 Hero (DONE), Increase 1g/t (4/5)

Mo'grosh
Race: Humanoid (Ogre)
Heroes: Chok'sul (Level 3 Strength)
Economy: 5 Gold
Army: 45 (Mostly heavy infantry; few light infantry)
Navy: 0
Air: 0
Magic: 25 (Mostly damage)

Gnomeregan
Race: Humanoid (Leper Gnome and Mechanical)
Economy: 7 Gold
Heroes: Sicco Thermaplugg (Level 4 Strength), Crowd Pummeler 9-60 (Level 3 Strength)
Army: 50 (Mostly mixed infantry; few cavalry)
Navy: 5 (Mostly Corvettes)
Air: 10 (Mostly light riders)
Magic: 33 (Mostly support)

Frostmane
Race: Humanoid (Ice Troll)
Economy: 4 Gold
Heroes: Great Father Arctikus (Level 2 Strength)
Army: 33 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 23 (Mostly balanced)

Dark Iron Dwarves
Race: Humanoid (Dark Iron Dwarf)
Economy: 15 Gold
Heroes: Ragnaros the Firelord (Level 11 Strength – Cannot leave Molten Core), Emperor Dagran Thaurissan (level 8 Strength), General Angerforge (Level 7 Strength)
Army: 89 (Mostly mixed infantry)
Navy: 0
Air: 17 (Mostly Light Riders, many beasts)
Magic: 100 (Mostly balanced)

Old Horde
Race: Humanoid (Orc, Ogre, Troll)
Economy: 15 Gold
Heroes: Warchief Rend Blackhand (Level 9 Strength), Highlord Omokk (Level 8 Strength), War Master Voone (Level 8 Agility)
Army: 100 (Mostly heavy infantry; many light infantry; few cavalry)
Navy: 0
Air: 20 (Mostly Light Riders, many beats)
Magic: 63 (Mostly damage)

Shadowhide
Race: Humanoid (Gnoll)
Economy: 4 Gold
Heroes: Morganth (Level 4 Intelligence), Lieutenant Fangore (Level 3 Agility)
Army: 19 (Mostly tribal fighters); (Pocket) 5 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 17 (Mostly balanced); (pocket) 5 (mostly balanced)

Stormwind - eqandcivfanatic
Race: Humanoid (Human)
Economy: 12 Gold; 6 Gold (Nobles)
Heroes: Highlord Bolvar Fordragon (Level 9 Strength), Archbishop Benedictus (Level 8 Intelligence), Master Mathias Shaw (Level 8 Agility), Munstrum Ridicully (Level 2 Intelligence)
Army: 76 (Mostly mixed infantry; many cavalry); 22 (nobles)
Navy: 14 (Mostly corvettes, many frigates)
Air: 17 (Mostly mixed riders)
Magic: 44 (Mostly support); 5 (nobles)

Defias Brotherhood
Race: Humanoid (Human, Gnoll, Goblin, Kobold)
Economy: 6 Gold
Heroes: Kingpin Bazil Thredd (Level 4 Agility)
Army: 40 (Mostly light infantry; few heavy infantry)
Navy: 6 (Mostly juggernauts)
Air: 0
Magic: 32 (Mostly damage)

Vul’Gol
Race: Humanoid (Ogre)
Economy: 2 Gold
Heroes: Zzarc' Vul (level 4 Strength)
Army: 19 (Mostly heavy infantry; few light infantry)
Navy: 0
Air: 0
Magic: 8 (Mostly damage)

Bloodscalp
Race: Humanoid (Jungle Troll)
Economy: 5 Gold
Heroes: Chief Gan'zulah (Level 5 Strength), Witchdoctor Nezzliok the Dire (Level 5 Intelligence)
Army: 43 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 27 (Mostly balanced)

Mosh’Ogg
Race: Humanoid (Ogre, Human)
Economy: 5 Gold
Heroes: Mai'Zoth (Level 6 Intelligence), Colonel Kurzen (Level 4 Intelligence)
Army: 48 (Mostly heavy infantry; many light infantry)
Navy: 0
Air: 0
Magic: 22 (Mostly damage)

Skullsplitter
Race: Humanoid (Jungle Troll)
Economy: 5 Gold
Heroes: Chief Ana'thek the Cruel (Level 5 Strength), Witchdoctor Mogh the Undying (Level 5 Intelligence)
Army: 58 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 27 (Mostly balanced)

Gurubashi
Race: Humanoid (Jungle Troll)
Economy: 7 Gold
Heroes: Bloodlord Mandokir (Level 8 Strength), Jin'do the Hexxer (Level 8 Intelligence)
Army: 60 (Mostly tribal fighters)
Navy: 0
Air: 9 (Mostly beasts)
Magic: 30 (Mostly support)

Burning Legion
Race: Demon
Economy: 13 Gold
Heroes: Lord Kazzak the Supreme (Level 10 Strength), Razelikh the Defiler (Level 8 Agility), Lady Hederine (Level 7 Agility - Winterspring)
Army: 0
Navy: 0
Air: 0
Magic: (Blasted Lands) 100 (Mostly damage); (Ashenvale) 40 (Mostly damage); (Winterspring) 42 (Mostly damage)

Dreadmaul
Race: Humanoid (Ogre)
Economy: 4
Heroes: Warlord Kolbine (Level 6 Strength), Grol the Destroyer (Level 6 Strength)
Army: 33 (Mostly heavy infantry; few light infantry)
Navy: 0
Air: 0
Magic: 23 (Mostly damage)

Black Rider/Karazahn
Race: Humanoid/Undead
Economy: 1 Gold
Heroes: Attumen the Huntsman (Level 8 Strength), The Curator (Level 8 Strength – Can’t leave Karazahn), Shade of Aran (Level 9 Intelligence – Can’t leave Karazahn)
Army: 11 (Mostly Cavalry)
Navy: 0
Air: 0
Magic: 3 (Mostly damage); 30 (Mostly support - Can’t leave Karazhan)

Atal’ai
Race: Humanoid (Jungle Troll)
Economy: 4 Gold
Heroes: Jammal'an the Prophet (Level 7 Intelligence), Atal'alarion (Level 6 Strength), Avatar of Hakkar (Level 7 Intelligence)
Army: 17 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 18 (Mostly support)
Project: Summon the Avatar of Hakkar– Level 7 Hero (Intelligence) (DONE)

Lost Ones
Race: Humanoid (Mutated Draenei)
Economy: 3 Gold
Heroes: Magtoor (Level 5 Intelligence), Noboru the Cudgel (Level 4 Strength)
Army: 30 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 12 (Mostly balanced)
Background: The Lost Ones were a group of Draenei refugees who snuck through the Dark Portal into Azeroth shortly after it was reopened for the Alliance Expedition. They have gone undiscovered for years until recent expeditions from both Alliance and Horde discovered them.

Green Dragonflight
Race: Dragon
Economy: 6 Gold
Heroes: Ysera the Dreamer (Level 11 Intelligence – Currently in Emerald Dream), Eranikus (Level 9 Intelligence – under effect of The Nightmare/currently in Emerald Dream), Somnus (Level 8 Intelligence)
Army: 10 (Mostly dragonkin – guarding Sunken Temple); 5 (Mostly Dragonkin - in Sunken Temple and under effect of The Nightmare), 40 (Mostly Dragonkin - 5 at each world tree and all under effect of The Nightmare), unknown in Emerald Dream
Navy: 0
Air: 18 (Mostly Dragons – guarding Sunken Temple); 7 (Mostly Dragons –in Sunken Temple and under effect of The Nightmare), 80 (Mostly dragons- 16 at each great tree – all under effect of The Nightmare), unknown in Emerald Dream
Magic: 0
Project: Cleanse the Emerald Dream – destroy The Nightmare (24/60)


SOUTH SEA

Spoiler :
Bloodsail Buccaneers
Race: Humanoid (Human, Goblin)
Economy: 9 Gold
Heroes: Duke Falrevere (Level 6 Strength), Fleet Master Firallon (Level 5 Agility)
Army: 46 (Mostly mixed infantry)
Navy: 49 (Mostly corvettes; many frigates)
Air: 0
Magic: 31 (Mostly damage)

Zandalar
Race: Humanoid (Zandalari Troll)
Economy: 9 Gold
Heroes: King Rastakhan (Level 9 Intelligence), Molthor, Hand of Rastakhan (Level 8 Intelligence)
Army: 65 (Mostly tribal fighters)
Navy: 9 (Mostly corvettes)
Air: 10 (Mostly beasts)
Magic: 42 (Mostly balanced)

Steamwheedle Cartel
Race: Humanoid (Goblin, various employed)
Economy: 14 Gold
Heroes: Ratso Steamwheedle (Level 7 Intelligence), Baron Revilgaz (Level 7 Agility), Fleet Master Seahorn (Level 7 Strength)
Army: 85 (Mostly mixed infantry)
Navy: 45 (Mostly corvettes; many frigates)
Air: 20 (Mostly zeppelins)
Magic: 45 (Mostly damage)

Venture Company - The Loser
Race: Humanoid (Goblin, various employed)
Economy: 10 Gold
Heroes: Mogul Razdunk (Level 7 Strength), Grand Foreman Puzik Gallywix (Level 4 Strength), Gerenzo Wrenchwhistle (Level 3 Intelligence), Overseer Glibby (Level 1 Agility)
Army: 61 (Mostly Mixed Infantry; few cavalry)
Navy: 9 (Mostly corvettes; many frigates)
Air: 11 (Mostly Zeppelins)
Magic: 27 (Mostly damage)
Project: Expand industry: +1 g/t (done)

Bilgewater Cartel
Race: Humanoid (Goblin, various employed)
Economy: 7 Gold
Heroes: Razzil Naypolm (Level 7 Intelligence)
Army: 42 (Mostly mixed infantry)
Navy: 19 (Mostly corvettes; few frigates)
Air: 9 (Mostly zeppelins)
Magic: 25 (Mostly damage)

Tinker’s Union
Race: Humanoid (Goblin, various employed)
Economy: 6 Gold
Heroes: Director Tek'zik Riddlevox (Level 7 Intelligence), Gazz Stripbolt (Level 5 Intelligence)
Army: 32 (Mostly mixed infantry)
Navy: 11 (Mostly Corvettes)
Air: 7 (Mostly zeppelins)
Magic: 35 (Mostly damage)

Smokeywood Pastures
Race: Humanoid (Goblin, various employed)
Economy: 4 Gold
Heroes: Prince Copperpinch (Level 7 Agility), Baron Jinglepocket (Level 5 Intelligence)
Army: 33 (Mostly mixed infantry)
Navy: 5 (Mostly corvettes)
Air: 5 (Mostly zeppelins)
Magic: 13 (Mostly damage)


NORTHREND

Spoiler :
Blue Dragonflight
Race: Dragon
Economy: 6 Gold
Heroes: Malygos the Spell-Weaver (Level 11 Intelligence), Matron Protectorate Haleh (Level 8 Intelligence), Kalecgos (Level 9 Intelligence)
Ground: 10 (Mostly Dragonkin - Winterspring), 30 (Mostly Dragonkin - Colderra)
Navy: 0
Air: 64 (Mostly dragons)
Magic: 0

Slitherblade
Race: Naga
Economy: 4 Gold
Heroes: Lord Kragaru (Level 4 Strength)
Army: 25 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 15 (Mostly damage)
Project: Melt the Icecaps (16/60)

Tuskarr
Race: Humanoid (Tuskarr)
Economy: 7 Gold
Heroes: Tusklord Hrak'kar (Level 8 Strength)
Army: 55 (Mostly tribal fighters)
Navy: 5 (mostly corvettes)
Air: 2 (Mostly beasts)
Magic: 36 (Mostly balanced)

Taunka
Race: Humanoid (Taunka)
Economy: 3 Gold
Heroes: Chieftain Ashtotem (Level 8 Strength)
Army: 21 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 10 (Mostly balanced)

Nerubians
Race: Nerubian
Economy: 6 Gold
Heroes: Spiderlord Hazu'Asnab (Level 8 Strength)
Army: 55 (Mostly nerubians)
Navy: 0
Air: 0
Magic: 29 (Mostly damage)

Vrykul
Race: Humanoid (Vrykul)
Economy: 7 Gold
Heroes: King Ymiron (Level 9 Strength)
Army: 67 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 31 (Mostly damage)

Northrend Expedition
Race: Humanoid (Human, Dwarf, High Elf)
Economy: 12 Gold
Heroes: Tirion Fordring (Level 8 Strength), The Captain (Level 2 Strength)
Army: 65 (Mostly mixed infantry; few cavalry)
Navy: 25 (Mostly corvettes; few frigates)
Air: 25 (Mostly light riders; few heavy riders)
Magic: 53 (Mostly support)

Grizzlemaw
Race: Humanoid (Furbolg)
Economy: 8 Gold
Heroes: Cheiftan Baergar Blackpaw (Level 8 Strength)
Army: 70 (Mostly tribal fighters)
Navy: 0
Air: 0
Magic: 42 (Mostly balanced)

Drakkari
Race: Humanoid (Ice Troll)
Economy: 9 Gold
Heroes: Frost King Malakk (Level 8 Intelligence)
Army: 65 (Mostly tribal fighters)
Navy: 5 (Mostly corvettes)
Air: 6 (Mostly beasts)
Magic: 50 (Mostly balanced)

The Scourge (Northrend)
Race: Undead
Economy: 20 Gold
Heroes: The Lich King (Level 11 Strength/Intelligence – Can’t leave capital), Anub’Arak (Level 9 Strength),
Army: 85 (Mostly undead; many nerubians)
Navy: 15 (Mostly corvettes; few frigates)
Air: 31 (Mostly beasts; few dragons)
Magic: 46 (Mostly damage)
 
NATIONAL BACKGROUNDS

KALIMDOR

Northern Kalimdor:
Spoiler :
Darnassus
The Night Elves are believed to be descendant from Trolls. They worship the moon god Elune. Night Elves are the remains of a nation which once dominated all of Azeroth, then a single continent known as Kalimdor. They unleashed the Burning Legion onto this world 10,000 ago, and have been recovering since. After the War of Shifting Sands 1,000 years ago which sealed the Qiraji, the night elves have recently been decimated by the Third War. The new World Tree of Teldrassil was meant to restore their immortality, but without nature’s blessings has begun to corrupt. Darnassus still retains a vast empire across northern and western Kalimdor is a member of The Grand Alliance, but there is growing high level internal conflict, and the military is stretched to protect even the most ancient of settlements from various external threats.

Gnarlpine
The Gnarlpine are a corrupted furbolg tribe that dwells atop the great world tree of Teldrassil. Though originally peaceful, the insidious effects of Fel Moss have caused the Gnarlpine to go berserk and attack their their former allies, the night elves. Darnassus was ill-prepared for this and have lost the ungarrisoned Ban'ethil Barrow Den and Starbreeze Village. Retribution is expected to be swift and painful.

Axxarien
These satyrs have lived on, what is now known as, Bloodmyst Isle for as long as they can remember. With the corruption of the island by the Exodar’s power crystals the Axxarien hope to wield this power to greatness. The Draenei who wish to cleanse the land of this mistakes now must face a resilient foe.

Exodar
The Draenei is a race of humanoids that come from Outland, the same home planet of the Orcs. The Draenei were warred upon by the Orcs who drove them off many of their ancestral homes, killing many. After the conquest of Outland by Illidan and the arrival of the Burning Legion, the remaining uncorrupted Draenei seized an interstellar magical ship created by a race of beings known as the Naaru. The ship was sabotaged, but the damaged remains made it to Azeroth on Azuremyst Isle. The Draenei have tried to establish their new home here using the now barely functioning ship as a home ‘city’ and establishing various settlements. Recently they have made contact with the other races of Azeroth and have entered The Grand Alliance, which is filled with many other followers of The Light.

Stillpine
A tribe of furbolg who have long lived removed from the goings-on in Kalimdor. As such they have been left untouched by the corruption of the Third War. The Stillpine have long fought both the Bristlelimb and Axxarians for control of the islands. With the coming of the Exodar, the Stillpine chose to engage in diplomacy rather than war and agreed to hand over land in return for protection from its ancient enemies. This may have been a result of the Stillpines recent weakening by marauding moonkin and fire elementals in which they then found themselves losing to their long time rivals.

Bristlelimb
The Bristlelimb are another uncorrupted tribe that lived on Azuremyst Isle along with the Stillpine. Long having warred with their northern breathren they were recently gaining the upperhand. But the arrival of the Exodar and their alliance with the Stillpine brought swift defeat. Now recovering from their wounds the Bristlelimb hope for a day to finally claim the Island for themselves.

Deth’ryll
The Deth’ryll are a band of Satyrs that have long called northern Darkshore their home. While they have tried to keep peace with their hated Night Elf neighbors, the occasional raid can’t be forgotten. The Deth’ryll have tight bonds with the Shadow Council of Jaednar, but have professed constant desire to remain independent of their control.

Shatterspear
The Shatterspear are a tribe of trolls which have recently fled from Strangelthorn Vale to live in northern Kalimdor. The Shatterspear are relatively pacifistic and love to throw festivities more so than wage war.

Cenarion Circle
The Cenarion Circle is an ancient organization of Druids who are dedicated to protecting nature and restoring the damage done to it by malevolent forces. The Circle has recently allowed Tauren into the organization which has caused internal strife. The Circle currently is involved in trying to heal the lands of Felwood, the Plaugelands, and actively has a force ready to once again fight the Qiraji if need be. The Cenarion Circle is neutral in politics caring only for nature, as such they are often used as a mediator between the Horde and Alliance.

Winterfall
The Winterfall are a group of furbolg who live in winterspring, adept at the cold climate here. While mostly untouched by the Third War they have recently been corrupted regardless. As a result they have become openly hostile to all outsiders.

Timbermaw
The Timbermaw attempted saving the Furbolg race from corruption during and after the Third War. They have gained control over several other tribes beyond Tibermaw Hold in Hyjal and Azshara. The Tibermaw view themselves the last remaining uncorrupted Furbolg, and the center faction of their entire race. They work hard to repair the damage done to their lands. Unfortunately they are weary of outsiders due to the stigma created by the other rampaging furbolg.

Jaedenar
Jaednar is the central location of The Shadow Council, a group of warlocks who serve The Burning Legion. The Shadow Council as created before the First War by Gul’dan and continues to serve to this day. While they usually work in cell-based structures to spread demonic influence, the council has made itself a stronghold in Felwood, bringing together satyrs, corrupted furbolgs, and remains of burning legion forces to act as their main military force.

Twilight’s Hammer Cult
The Twilight’s Hammer Cult is slightly different than the extinct Orc clan bearing the same name. While this Twilight’s Hammer is still determined to live through the apocalypse, they now view this to only come with the return of the Old Gods and their Elemental Lords. As such they now worship these beings. They are in contact with a group of powerful elementals known as the Abyssal Council who aid in leading the cult, but are tied to their realms in the Elemental Plane. Their base of operations is out of the Blackfathom Depths where an Old God’s pet lives, and have spent many resources establishing a presence in Silithus to eventually contact the Old God C’thun.

Thistlefur
These corrupted Furbolgs live in Ashenvale. They have become a constant source of annoyance for the night elves whose territory lies adjacent to the Thistlefur. The Thistlefur may prove to be an ever increasing threat as they lie in a strategic poison which could easily cut the Night Elves land off.

Bloodtooth
The Bloodtooth tribe presents a second source of corrupted Furbolg problems in Ashenvale.

Blackheart
The Blackheart are satyrs who have long lived in the depths of Ashenvale forest. They ilk were defeated in the Third War by combined forces of night elves and orcs and much of their former lands now lay in said nation’s control. The Blackheart are weak, but seek to link with the forces of the Burning Legion and return their glory.

Spitelash
The Spitelash are a tribe of Naga who have decided to begin reclaiming the surface world. Taking over ancient Highborne ruins and the remains of night elf villages destroyed by Lady Vashj’s Coilfang; The Spitelash are but one of many tribes in the Naga Empire and have been given the task of reclaiming the land named after their Queen, Azshara. The Spitelash are aggressive to all land-dwellers.

Legashi
The Legashi have long lived in Azshara. They were used by Illidan when they captured several of Maiev’s Wardens forcing her to choose between rescuing them or trying to catch him. After their main camp was destroyed, however, they have been slow to rebuild. They now face the problem of ever increasing Naga expansion across the land.


Central/Southern Kalimdor
Spoiler :
Ogrimmar
Ogrimmar is the nation of orcs founded under the leadership of Thrall after the Third War. These orcs have returned to their shamanistic roots and are no longer the bloodthirsty brutes they were under the First and Second Wars. Durotar also contains the remains of the Darkspear Tribe which joined Thrall’s New Horde, but has suffered greatly after their new homes were attacked by Admiral Proudmoore 6 years ago, and recently taken over by Zalazane. Ogrimmar has a large military and powerful presence in central Kalimdor and also controls outposts in Stranglethorn Vale and the Arathi Highlands where Orcs who didn’t make it across now can enjoy the benefits of the New Horde.

Zalazane
The witch doctor Zalazane and a cadre of loyal followers crafted an undead army which overran the Echo Isles, home to the Darkspear Tribe after the Third War. A failed Darkspear counter-attack only placed more of the dwindling tribe under his command. Fearing complete destruction the trolls have left the islands and the tribe has been displaced across Durotar and Horde lands in general. It is unknown at this time if Zalazane has any greater ambitions.

Witchwing
The powerful harpy Bloodfeather once led the Witchwing on raids across the Barrens until she was slain by the Horde’s champion Rexxar. Today the Witchwing have fled to the Dry Hills between the Barrens and Stonetalon Mountains becoming a nuisance to local Ogrimmar farmers and Venture Company miners

Bloodfury
The Bloodfury reside in the strategic Charred Vale between the Stonetalon Mountains and Desolace. After having been pushed to these last settlements by the Venture Company and Thunder Bluff the Bloodfury have begun to react as a cornered beast and have called upon fire elementals to aid them, which have destroyed the forest the lived in creating the modern Charred Vale.

Burning Blade Clan
The Burning Blade was once a powerful “clan” of miscellaneous warlocks and bloodlusted warriors. Powerful demonic energies made the Burning Blade a feared clan even in the Old Horde of the Second War when they were not called upon until Blackrock Fortress was near collapse. Today the Burning Blade is a secretive group that wants to return the Horde under demonic sway. While not direct members of the Burning Legion or Shadow Council, the Burning Blade has many contacts with them. Currently the Burning Blade has made its base of operations in Desolace under the command of Klass Metalfist, but their infiltration runs far and wide across Ogrimmar and their true leader remains hidden. The Burning Blade have also allied themselves with local Hatefury satyr tribe.

Kolkar
The Kolkar are one of the five Centaur tribes and once most powerful. The Kolkar used to have a nomadic range from Desolace to Durotar, but after wars with the Tauren and Orcs they have been forced to stationary strongholds across the same range. As a result they have become disunited, but continue to remain a great threat to Horde security.

Maraudine
The Maraudine are charged with protecting the holy Maraudon complex which houses the remains of the Centaur’s father and their eternal Earth elemental mother.

Gelkis
The Gelkis are perhaps the most civilized of the Centaur tribes having long settled in southwestern Desolace and having well learned the common tongue. The Gelkis are more spiritual and respectful of nature than their brother tribes and friendly commune with Earth elementals. The Gelkis like to remain friendly with most neighbors, but a blood feud with the Magram places them in constant warfare to destroy them.

Magram
While the Magram are a little more friendly to outsiders than the other tribes, they still have not reached the civility of the Gelkis. The Magram believe that strength and the worship of strength will lead the Centaur to unity and power. As a result a blood feud began with the Gelkis. Recent reports believe the Magram have allied themselves with the Burning Blade in some form or another, but this is unsubstantiated.

Palemane
Background: The Palemane are a tribe of Gnolls who have long lived in Mulgore and serve only a minor threat to neighbors. They are very capable leatherworkers.

Northspring
The Northspring are the last remaining untouched harpy tribe. As such they are the most powerful of them all. Reigning over northwestern Feralas the Northspring currently hold no desire to expand and conquer, having long been at peace with the Gelkis and only rarely attacking passerbys. Still they pose a threat to anyone seeking to establish greater control of the region.

Gordok
The Gordok are a powerful tribe of Ogres who conquered the highbourne city of Eldre'Thalas, renaming their fortress Dire Maul. The Gordok also rule over the Gordunni tribe who they employ outside the area of their Dire Maul throughout Feralas. The Gordok as a result have become a main concern of Thunder Bluff and Darnassus as they threaten the interests of both nations.

Woodpaw
The Woodpaw are a group of Gnolls who have long lived in Feralas. They have recently come under attack by the Silithid and as a result have become increasingly aggressive towards their neighbors.

Thunder Bluff
The nomadic Tauren tribes united during the Third War and joined with Thrall’s Horde. Since then they founded the city of Thunder Bluff in Mulgore and have settled down across Kalimdor. The Tauren are steadfast upholders of life and nature and a few of their numbers have become druids. Currently an internal feud is shaping between Magatha Grimtotem and Cairne Bloodhoof for control of the tribes, but it has yet to devolve into violence. Thunder Bluff’s wide influence remains crucial to the Horde’s vast control of Kalimdor.

Razorfen
Currently the Quilboar have united under the command of the Razorfen tribe and Charlfa Razorflank. The Quillboar were decimated by the arrival of the Orcs and wars fought by the Quilboar to maintain their ancestral grounds. While some strongholds remain in Durotar and the northern Barrens, the majority have fled to their strongholds in the southern Barrens and southeastern Mulgore. The other tribes include the Razormane who provide the bulk of the army, the Bristleback, and the Death’s Head who are tasked with watching over the sacred burial site of the quilboar.

Stonemaul
The Stonemaul were once part of the Crushridge Clan in Alterac, but decided to sail west with the onset of the scourge in Lorderon taking after Thrall’s example. The Stonemaul set up in southern Dustwallow March and after their leader was defeated by the Horde Champion Rexxar they joined with Thrall’s new Horde. Recently the Stonemaul were forced from their homes by the Blackdragon Flight and have rebuilt themselves in northern Dustwallow.

Theramore
Originally founded after the Third War by the Alliance expedition sent to Kalimdor during the war. After the end of the war an expedition from Kul Tiras assumed command of Theramore and attempted to wage war on the newly found Ogrimmar, which resulted in defeat and the death of Admiral Proudmoore. Since then his daughter Jaina Proudmoore, leader of the original expedition, has reassumed control of Theramore and the nation has grown into a maritime power and has experienced a postwar boom thanks to the arrival of many High Elf refugees. Jaina was responsible for the current peace between the Horde and Alliance, and Theramore serves as dual capital of the entire Alliance along with Stormwind.

Galak
The Galak long ago migrated to the Thousand Needles where they have long harassed the Tauren who were forced to live on top of the various mesas of the land. The Galak currently remain hostile to outsiders and have seemed to have severed ties with the other Centaur tribes by moving so far from the Centaur homeland in Desolace.

Sandfury
The Sandfury were originally part of the Gurubashi Empire, but after the Great Sundering 10,000 years ago the Sandfury were left stranded in southern Kalimdor. They made Tanaris their home and slowly adapted to the environment and became the Sand Trolls they are today. The Sandfury have recently lost ground to various invading forces and have retreated back around their capital city of Zul’Farrak where they worship Ghaz’rilla, a powerful hydra.

Dunemaul
A group of ogres who have decided to occupy southern Tanaris, occupying several Sandfury ruins. The Dunemaul have come under threat by growing silithid activity.

Ahn'Qiraj
About 16,000 years ago there exited the mighty insectoid Azj'Aqir Empire in the western Kalimdor (then 1 united continent). After centuries of warfare with the troll empires of Gurubashi and Amani Azj’Aqir was defeated and broken into two empires: Ahn’Qiraj in the far southwest and Azjol’Nerub in the far north. The Aqir in the south evolved into modern Silithid and Qiraji creatures with the Qiraji retaining intelligence and control over the Silithid. About 1000 years ago Ahn’Qiraj attempted a conquest of the modern Kalimdor continent but was defeated by the Night Elves and Dragonflights during the War of the Shifting Sand. Today the Silithid have become increasingly active with various colonies sprouting up where once there was 0, and many who have knowledge of this fear Ahn’Qiraj is preparing for a new war. It is suspected the Qiraji are under control of the fallen Old God C’Thun.

Black Dragonflight
When the world of Azeroth was formed the Titans also created the Dragonflights to guard and keep the world. The Black Dragonflight was charged with protecting the earth and embodied strength. During the War of the Ancients the Dragon Aspect Neltharion the Earth-Warder became corrupted and turned into Deathwing the Destroyer. During the Second War, 10,000 years later, Deathwing allied with the Horde and aided in forcing the Red Dragonflight in aiding the orcs as well. Deathwing disappeared during the war, his children Nefarian and Onyxia currently lead the dragonflight and are still allied with the Old Horde who, it is believed, they lead. Onyxia has set up her brood in Dutwallow March, causing great disruption in the area.

Bronze Dragonflight
When the world of Azeroth was formed the Titans also created the Dragonflights to guard and keep the world. The Bronze Dragonflight was charged with protecting time. The Bronze Dragonflight fought in the War of the Ancients and were responsible for giving the Night Elves their immortality through the now destroyed World Tree. They also once again assisted the Night Elves during the War of Shifting Sand. Currently the Bronze Dragonflight keeps to itself, ensuring the timeline remains secure.


EASTERN KINGDOMS


Lordaeron:
Spoiler :
Silvermoon
The land of Quel’Thalas was once the beautiful forested homeland of the High Elves who sailed to this area 10,000 years ago. During the Third War the land was destroyed by the undead scourge and the magical sunwell which the High Elves drew their power tainted by evil magic. The last prince of the elves, Kael’Thas Sunstrider, reformed the majority of the devastated elven population into Blood Elves who now seek any means to quench their magical addiction. Kael’Thas was last seen leading a large number of Blood Elves into Outland under the command of Illidan. In his absence the nation of Silvermoon has joined the Horde for protection, since they have been shunned by the Alliance. There also exists the small faction of Tranquillien which is a joint Blood Elf-Forsaken community that doesn’t stand under direct leadership of either.

High Elves
While most remaining High Elves(those who didn’t turn into Blood Elves) left to live in Theramore or become refugees elsewhere, a small percentage stayed in their homelands. As they watched the Blood Elves free and rebuild their homelands, the High Elves were forced into their strongholds along the coast. Thanks to their ownership of Sunsail Anchorage the High Elven navy allows a steady stream of supplies from other Alliance members keeping them afloat.

Amani
The Amani are the remains of the second great troll Emire which shares the same name. The arrival of the High Elves around 10,000 years ago and the Troll Wars fought around 2800 years ago against the elves and united humans resulted in the defeat of Amani hegemony over the northern subcontinent. The Amani allied with the Horde in the Second War only to be defeated once more. The Warlord Zul’jin has returned with the powerful Hex Lord Malacrass who promise to return the Amani to power.

The Scourge (Lordaeron)
The Scourge is an army of undead created by Ner'zhul, the Lich King, after the Second War. After conquering vast portions of Northrend the Scourge infiltrated the Kingdom of Lordaeron using the Cult of the Damned, and spread the plague of undeath which marked the beginning of the Third War. After Archimonde’s defeat and Illidan’s attack on the Frozen Throne itself the Scourge in Lordaeron solidified their gains and the blighted lands they rule have become known today as The Plaugelands. While the Scourge have come under increasing pressure from living organization bent on its destruction, it has remained resilient and many fear a second invasion of undead.

Argent Dawn
A military order founded as a result of the Third War. Many members of the Order of the Silver Hand(paladins), former Lordaeron Knights, and mages of the Kirin Tor. As such the Argent Dawn has gathered a well trained, equipped, and motivated force in order to fight the Scourge and heal the Plaugelands. Unlike the Scarlet Crusade, the Argent Dawn is neutral in the politics of the living and have allied with Horde and Alliance alike. The Argent Dawn is perhaps the most well respected organization in all of Azeroth, and even receives ambassadors from the Scarlet Crusade. The Argent Dawn has split itself between its main force in the east and a smaller position in the west.

Scarlet Crusade
The Scarlet Crusade is another military order that was founded as a result of the Third War. The Crusade has become a little more than fanatical in its quest to rid the world of the undead which includes the Forsaken. Not only is the crusade religiously fanatical, but also xenophobic as they distrust any being non-human. While the Scarlet Crusade keeps diplomatic missions to Stormwind and the Argent Dawn, they have remained openly hostile to Alliance forces. The Scarlet leadership is seemingly split between forces in Tyr’s Hand on the eastern coast led by High General Abbendis, the Crimson Legion forces the Grand Crusader has led into Stratholme, and the remaining forces under command of the semi-insane Grand Inquisitor Isillien at Hearthglen.

Undercity
The Forsaken are the undead who were able to tear themselves free of the Lich King’s control shortly after the Third War and rallied around former Ranger-General Sylvanis Windrunner who successfully defeated the Dreadlords and claimed the area for the newly proclaimed Forsaken. Rather than rebuilding the ruined city of Lordaeron Sylvanis constructed her new capital in the sewers below it proclaiming it “Undercity.” She then turned to the Horde for protection, and was the primary figure involved in getting Silvermoon into the Horde as well.

Rot Hide
During the Fall of Lordaeron, Fenris Keep in Lordamere Lake was destroyed from within by agents of the Scourge. After the war the Keep was abandoned and taken over by a group of Gnolls. Considering its strategic position, the Gnolls may be forced one more to leave.

Crushridge
One of the Ogre Clans who fought in the Second War, they made their home near the ruins of Alterac after the war. During the civil war which earned the Forsaken independence, the Crushridge leader Mug’thol was possessed by one of Sylvanis’ banshees and the Crushridge swore loyalty to the Forsaken. However recently Mug’thol was ordered to retrieve the Crown of Will from Alterac Ruins and instead placed it on his own head clearing him of Sylvanis’ mind control. As a result the Crushridge have become independent and as a result have threatened the supply lines and very existence of the Forsaken town of Tarren Mill.

Dalaran
It is a nation founded upon magic and was ruled by a council of mages. During the Second War Dalaran lent its support to the Alliance and was eventually sacked by the Horde. Although sacked during the Second War, Dalaran remained a powerful nation. Unfortunately the city was annihilated during the Third War. While most of the high ranking mages were killed off or left elsewhere, the remaining people have been trying to rebuild. Led by three of the remaining Archmagi, there is increasingly worry over the actions of Arugal who seems bent on summoning otherworldly beings to help defeat the Scourge.

Gilneas
The human nation of Gilneas shut its borders after the second war as a result in the extreme isolationism espoused by its leader. He went so far as to build a physical wall to seal off its northern border, and took personal command of ports to ensure no one got in or out without his say. Many rumors are abound as to the current happenings in the kingdom, but the few Gilneas who do leave say nothing unusual has occurred.

Hillsbrad
Lordaeron was once the most powerful of the human kingdoms and leader of the Alliance of Lordaeron during the Second War. The area from Silverpine to Tyr’s Hand and from Stratholme to Southshore was their domain. Unfortunately the kingdom was completely destroyed during the Third War, its royalty and most nobility killed, now undead, or have joined the Scarlet Crusade or Argent Dawn. Still a small region of Lordaeron went untouched by the war: Hillsbrad. This region serves as the last physical vestige of the kingdom.

Syndicate
During the Second War the human nation of Alterac felt the Horde would win he war and secretly allied with them. When the treachery was discovered Alterac was destroyed, its king imprisoned, and its lands annexed. Many nobles turned to thievery and banditry and overtime The Syndicate formed between various bandit groups and Alterac nobles. After the Third War the Syndicate decided to go out into the open reclaiming portions of northern Alterac, Durnholde Keep, and even successfully capturing large portions of the city of Stromgarde.

Stromgarde
The human nation of Stromgarde was the first, having been the home of the Arathor Empire. The nation was one of the first to join the Alliance in the Second War, and first to leave after it. The kingdom was weakened by assassinations and invasions by external forces. While a small corps remains in the city most of the people and military have left to Refuge Pointe. Prince Galen Trollbane has successfully pled for Stromgarde’s inclusion into the Alliance and the remaining forces have held as a result.

Boulderfist
Part of an ogre tribe who joined the Horde during the second war. They settled in eastern Arathi after the war. Recently they have been provoked to attack Stromgarde which weakened it enough to allow the Syndicate to capture most of the capital city. Reports say they have recently joined forces with the Witherbark to check the growing power of Hammerfall.

Revantusk
The Revantusk were one of the many troll tribes which made up the Amani Empire. After the empire was defeated 2700 years ago during the Troll Wars the Revantusk set out on their own on the coast of the Hinterlands. The weakest of the troll tribes the Revantusk commonly turned to diplomacy and have recently allied themselves with the Horde.

Vilebranch
Another tribe of trolls that broke from the Amani after the Troll Wars. The Vilebranch are not above humanoid sacrifice. They controlled the ancient city of Jintha’Alor, though today it is mostly ruins.

Witherbark
The Witherbark are yet another tribe who broke from the Amani Empire and settled in the Hinterlands. The Witherbark worship the spider god Shadra, and even have many tamed spiders. Its believed the Witherbark have recently formed relations with the Boulderfist, perhaps to check the rising power of the Ogrimmar outpost of Hammerfall.

Wildhammer
The Wildhammer were one of the three main dwarf tribes who inhabited Ironforge. But after the civil war 200 years ago they left and founded Grim Batol. However it was not long after the Dark Iron Dwarves renewed the war and cursed Grim Batol. As a result the Wildhammer moved once more to Aerie Peak where they live today. The Wildhammer are reluctant members of the Alliance, as they revere nature and are shamanistic like the Horde, but can not forget the past actions of the Orcs or their ties with the Alliance. The Wildhammer are renowned for their Gryphon riding skills.

Kul Tiras
Kul Tiras was founded only about 1000 years ago when humans began colonizing the islands that lay between Khaz Modan and Lordaeron. Kul Tiras became one of the few true maritime powers on Azeroth as a result. The nation was part of the Alliance in the Second War and after initial setbacks, gained naval supremacy. After the Third War, Grand Admiral Proudmoore led the fleet and large portion of the army to find his daughter and wage war on the Orcs. He was killed and his army defeated. Kul Tiras’ power has declined ever since, but they have retained a small fort in Durotar as a result of Proudmoore’s expedition. Kul Tiras has remained a part of the Alliance regardless of events.
 
Khaz Modan/Azeroth:
Spoiler :
Ironforge
The Dwarven civil war fought 200 years ago saw victory for the Bronzebeard clan who now rule the mountain city of Ironforge. While the majority of dwarven lands were conquered during the Second War, the city of Ironforge itself never fell. Today Ironforge rules over most of Khaz Modan and are a strong member of the Alliance, but must contend with many local rivals. Ironforge currently also houses the Gnomeregan Exiles.

Dragonmaw
The Dragonmaw were one of the Orc clans that came to Azeroth as part of the Horde during the Second War. The Dragonmaw were responsible for enslaving the Red Dragonflight and bending them to the will of the Horde. While a large percentage of the clan, including its main leadership, fled back to Draenor, the remains have stayed in the Wetlands of Khaz Modan near their former fortress of Grim Batol. It’s believed the Dragonmaw still follow the orders of Rend Blackhand’s Dark Horde.

Red Dragonflight
When the world of Azeroth was formed the Titans also created the Dragonflights to guard and keep the world. The Red Dragonflight was charged with protecting life. Alexstrasza was responsible for growing the original World Tree. The Reds also fought in the War of Shifting Sands. Unfortunately during the Second War Alexstrasza was captured by the Horde using the powerful artifact Dragon Soul created by Deathwing 10,000 years prior. Mortals would eventually free her. Currently the flight is protecting Grim Batol for an unknown reason, been keeping a watch on the Black Flight, and protecting the avatar of the Sunwell.

Mo'grosh
The Mo’grosh are a clan of ogres that made their home in eastern Loch Modan after the end of the Second War. They remain a threat to Dwarven influence in the region.

Gnomeregan
During the Third War a vile race of creatures known as Troggs invaded the capital city of the Gnomes. Gnomish defenses proved to be incapable of stopping this threat and so High Tinker Mekkatorque resorted to the use of radiation as the last means to stopping the menace. The attempt failed and the gnomes were forced to flee before becoming irradiated. Later it was discovered Sicco Thermaplugg was responsible for the failure of Gnomeregan’s defenses. He now leads the remaining Leper Gnomes and revitalized mechanical army with Gnomeregan as his domain. The reports of Dark Iron ambassadors in Gnomeregan have caused recent concern in the Ironforge court.

Frostmane
The Frostmane are a tribe of Ice Trolls who made their home in Dun Morogh thousands of years ago. With the rise of the dwarves the Frostmane have lost their power in the region and have been reserved to their last strongholds.

Dark Iron Dwarves
Around 200 years ago the Dark Iron Dwarves failed to subjugate their brethren in the Dwarven civil war. Not long afterward they tried once more to conquer Ironforge and Grim Batol, but failed. Their armies were smashed and their Queen lay dead. In desperation Sorcerer-thane Thaurissan tried to summon a being capable of victory, accidentally summoning the Elemental Lord Ragnaros. The summoning turned Blackrock Mountain into a volcano and created the modern Burning Steppes and Searing Gorge. Today the Dark Iron Dwarves serve their fiery master against any who oppose them.

Old Horde
After the Second War some remains of the Horde remained intact, most notably the Blackrock Clan which still pillaged the countryside. After the Third War the Blackhand Brothers and the remains of the Black Tooth Grin Clan took over the Blackrock Clan and called forth as many allies from the Second War as possible. Two ogre clans and two troll tribes heard the call and joined with the Orcs in retaking Blackrock Spire and the Burning Steppes. From here the Old Horde has launched war once more on Stormwind, with the aid of the Black Dragonflight. Luckily the Dark Iron Dwarves keep them from unleashing their full might.

Shadowhide
The Shadowhide are a tribe of gnolls who have long lived in Redridge. Recently they have been taken over by the human mage Morganth to serve his dark purposes. Whatever he is up to can not be good

Stormwind
About 1,000 years ago humans sailed south and founded the Kingdom of Azeroth. The kingdom was then destroyed during the First War, but after the end of the Second War the people of Azeroth returned and rebuilt the city of Stormwind. With the fall of Lordaeron, Stormwind has become the head of humanity and main leader in the Alliance. But Stormwind has entered a great time of peril: Orcs have begun an invasion of Redridge, Morbent Fel has raised his own undead army in Duskwood, and the Defias Brotherhood have launched a rebellion in Westfall. On top of all this King Varian Wrynn has gone missing placing his 10 year old son on the throne and giving real power to Highlord Bolvar and Lady Prestor.

Morbent Fel
Morbent Fel is a powerful necromancer who has used his powers to raise an army from Raven Hill Cemetary, the largest in Stormwind. Since then his reign of terror in Duskwood has only grown, and the local militia can do little to stop him. Reports say he has been in contact with the Black Riders based out of Karazhan, but it is uncertain what this means exactly.

Defias Brotherhood
After the reconstruction of Stormwind was complete the nobles dismissed the idea of paying the Stonemason Guild to save the little gold Stormwind had at the time. The Stonemason’s leader Edwin VanCleef, also former apprentice of Mathias Shaw, decided to turn to banditry and receive their fee from the citizens of Stormwind directly. The organization has attracted a great number of thieves, bandits, criminals, rogue wizards, and have garnered the allegiance of local Gnolls and Kobolds, as well as enterprising Goblins. Defias treachery runs far and wide with members seen as far as Menethil and Theramore and open attacks all across Elwynn Forest and the complete control of most of Westfall.

Vul’Gol
The Vul’Gol settled in southwest Duskwood after the Second War. They have long been peaceful with Stormwind, certainly fearing destruction otherwise. With the recent weakening of the kingdom the next move of the Ogre clan has yet to be seen.

Bloodscalp
One of the tribes that split from the Gurubashi Empire during its fall. The Bloodscalp occupied western Stranglethorn, but have recently lost land to both Horde and Alliance. Still the Bloodscalp would rather see their ancient troll enemies dead before their new ones.

Mosh’Ogg
Another leftover Ogre clan from the Second War, the Mosh’Ogg made their home in Stranglethorn after the war. Recently their Ogre-Mage leader Mai’Zoth discovered the Mind’s Eye, a powerful relic which can amplify or disrupt mind controlling magic. He has used it’s power to take command of Colonel Kurzen and in turn a rebellious group of Stormwind soldiers who once held a powerful position in northern Stranglethorn. As a result the Mosh’Ogg have struck from their stronghold and have become a more prominent power in the area.

Skullsplitter
A tribe that broke from the Gurubashi Empire during its fall. The Skullsplitter occupied southern Strnglethorn. Recently they have come into increasing conflict with the Steamwheedle Cartel, but with the rise of Ogre power to the north there could be a more pressing threat.

Gurubashi
Along with the Amani, the Gurubashi was one of the two mighty Troll Empires that fought the Aqir and controlled most of Azeroth before the appearance of the Highborne. After the Great Sundering the Gurubashi began millennia long decline. This culminated in a civil war over the attempted summoning of the blood god Hakkar the Soulflayer. Some time afterward the last Emperor of the Gurubashi somehow brought forth the wrath of Neptulon’s powerful monster the Krakken which sunk the city of I'lalai. The empire fragmented after that and has remained weakened to this day.

Burning Legion
The Burning Legion is an innumerable army of demons which was formed by the corrupted Titan Sargaras tens of millennia ago. They were attracted to Azeroth 10,000 years ago, but their portal was destroyed (causing the Great Sundering) and their forces defeated. A generation ago the orcs were corrupted and used to try and conquer Azeroth, but they too failed. So the Legion turned to creating the Scourge and used them to summon the Legion to Azeroth. But their forces were once more defeated and their leader, Archimonde, killed. The remains of the forces now try and find a way to reopen the Dark Portal to Outland where they can reestablish contact with the rest of the Legion.

Dreadmaul
The Dreadmaul settled in Deadwind Pass and the Blasted Lands after the Second War, perhaps as a hope to return home if the Dark Portal ever reopened. Recently there has been some low-level infighting, perhaps caused by Burning Legion infiltrates to secure their presence, or take command of the clan.

Atal’ai
The Atal’ai were the priests of Gurubashi who attempted to summon Hakkar abour 1,000 years ago, resulting in civil war. They fled to the modern Swamp of Sorrows where they erected the Temple of Atal’Hakkar and have been searching for a way to call forth Hakkar. Its believed their current prophet-leader has finally discovered a way to call forth Hakkar, but the Green Dragonflight might have a different idea on the matter.

Black Rider/Karazahn
The Black Riders are a mysterious and powerful group of raiders who strike out from Deadwind Pass. Meanwhile the tower of Karazahn has haunted the countryside where the magics stored by The Last Guardian Medivh seep out.

Lost Ones
The Lost Ones were a group of Draenei refugees who snuck through the Dark Portal into Azeroth shortly after it was reopened for the Alliance Expedition. They have gone undiscovered for years until recent expeditions from both Alliance and Horde discovered them.

Green Dragonflight
When the world of Azeroth was formed the Titans also created the Dragonflights to guard and keep the world. The Geen Dragonflight was charged with protecting nature. The Green Dragonflight is currently the most populous; having never seen great numbers die off in wars like the Blue, Black, or Red, and their work requires more dragon power than the Bronze. The Green Flight spends most of its time in the Emerald Dream, an alternate version of Azeroth devoid of sapient species (and thus fully nature). The Greens do spend some time in Azeoth protecting the Great Trees, or physical links between Azeroth and the Emerald Dream, and engaging in forces that threaten nature such as during the War of the Ancients or War of Shifting Sands.


SOUTH SEAS

Spoiler :
Bloodsail Buccaneers
During the Third War Kul Tiras’ Duke Falrevere was given a fleet and tasked with aiding against the Scourge. He calculated his odds of victory at 50% and decided instead to let the settlement he was tasked with defending to fall instead. He then ld a mutiny of his entire fleet and sailed to what is now known as Plunder Isle. Here he transformed his fleet and men into pirates called the Bloodsail Buccaneers. The Bloodsail’s piracy is infamous and they have established themselves on both sides of the great Sea, aiming to loot merchant ships. Their greatest enemy is currently the Steamwheedle Cartel who employs the Blackwater Raiders to fight against the Bloodsail. Note: The Bloodsail forces in Kalimdor are actually their Southsea Pirate allies.

Zandalar
The Zandalar are the first tribe of trolls from which all other trolls originated. While the Zandalar held great honor in Troll society, they slowly lost control to other troll tribes, eventually becoming just another tribe within the Gurubashi Empire. During the civil war over the summoning of Hakkar, it was the Zandalar that led the forces against the Atal’ai, but after the war the Zandalar finally cut ties with the falling Empire. Recently the charismatic King Rastakhan has brought the power of the Zandalar back up, and has begun hosting troll envoys from across the world, hoping perhaps to unify them into a single front. While it has yet to succeed, it has garnered the Zandalar and their king much prestige.

Steamwheedle Cartel
The largest and most powerful of the Goblin trade cartels. The Steamwheedles were the ones who allied with the Horde during the Second War, providing them a fleet and technological backing, but have since become neutral. The Cartel runs the harbors of Booty Bay, Steamwheedle Port, and Ratcher, as well as the towns of Gadgetzen, Everlook, and Mudsprocket. The most lucrative is Ratchet which is the main port of Ogrimmar goods and ports their navy, but this comes at a hefty fee. Considering the power of the cartel it has grown many enemies from rival Venture Company, to Bloodsail Pirates, to the powerful Blackdragon Flight which sees Mudsprocket as an encroachment. Like all goblin cartels they operate from Undermine on the island of Kezen.

Venture Company
The Venture Company, founded by Mogul Razdunk, is the newest yet second most powerful of the goblin cartels. Whereas the Steamwheedle are involved mainly in providing trading centers and shipping goods, the Venture Company looks to establish dominance over raw materials. The Venture Company mainly deals in mining and deforesting. Do to lack of manpower Ogrimmar has given the Venture Company rights to lands in the Barrens, Stonetalon Mountains, and Stranglethorn Vale where a portion of goods must be given to the Orcs. This has drawn heavy criticism from the Tauren and Night Elves as the company does not respect nature. Like all goblin cartels they operate from Undermine on the island of Kezen.

Bilgewater Cartel
The Bilgewater Cartel operates Bilgewater Port, the main port on the goblin island of Kezen. The Cartel does little else of notice, besides its small colony on Tel Abim island which provides the cartel with their popular trademark Tel Abim Banana. Like all goblin cartels they operate from Undermine on the island of Kezen.

Tinker’s Union
The Tinker’s Union is the main organization under which most Goblin tinkers and engineers are employed. The Tinker’s Union finds profit by manufacturing goods and crafting new inventions for purchase. Like all goblin cartels they operate from Undermine on the island of Kezen.

Smokeywood Pastures
The Smokeywood Pastures is the weakest of the trade cartels. They Pastures attempts to gain profit several ways: the first is providing the only farmland and local food on Kezen, the second is selling general goods across Azeroth, and the third (and most successful) is the commercialization of the Winter Veil. During this holiday celebrated world-wide the Pastures provides services and gifts. The Copperpinch and Jinglepocket families are very numerous and control the cartel. Like all goblin cartels they operate from Undermine on the island of Kezen.


NORTHREND

Spoiler :
Blue Dragonflight
When the world of Azeroth was formed the Titans also created the Dragonflights to guard and keep the world. The Blue Dragonflight was charged with protecting magic. Most of the flight was killed off by Deadwing during the War of the Ancients. Slowly the Blues recovered but recent attacks by the Scourge have once more left the flight in danger. Currently involved in protecting Hyjal Summit, the Sunwell, and various magical activities.

Slitherblade
The Slitherblade are a tribe of Naga who have been sent to Northrend. It is believed they have been sent to find a way to melt the ice caps of Northrend, raising the world’s sea level and thus furthering the potential domain of the naga.


Tuskarr
The Tuskarr are a shamanistic group of hunters, fishermen, and whalers who live along the coasts of Northrend. Interestingly enough there are large Tuskarr head statues along the coast where they live, but there is no history of their construction. Perhaps the remnants of a golden age long since past. Regardless the Tuskarr currently hope to simply survive the Scourge which dominates the frozen continent.

Taunka
An ancient offshoot of the Tauren who have adapted to Northrend’s climate. Unlike the Tauren who commune with nature and elementals, the Taunka have been forced to bend them to their will to survive. Over time the Taunka have created a many power in western Northrend, but it has become threatened by the power of the Scourge.

Nerubians
The Nerubians are an offshoot of the Aqir who lost a war against the Trolls over 10,000 years ago who fled north after the Aqir’s defeat. Based out of the great underground city-hive of Ajol-Nerub the Nerubians dominated central Northrend for millennia. After the Second War the Lich King began his war for control of Northrend which resulted in a prolonged fight against the nerubians. Being naturally resistant to the undead plague, the Lich King’s victory was based more on attrition. The remaining Nerubians have reformed in the Dragonblight with hopes of retaking their capital.

Vrykul
The Vrykul are a race of half-giants who may be ancestors or cousins to humans. They disappeared from Northrend several thousand years ago only to recently mysteriously reappear due to increased activity from the Northrend Expedition in their ancient homelands. There is the possibility of positive relations between the Vrykul and Scourge for unknown reasons and they are the most recent in a long number of threats to peace and stability.

Northrend Expedition
The Expedition is the remains of the force Prince Arthas brought to (and stranded on) Northrend during the opening phase of the Third War in pursuit of a scourge commander. Since then it has grown in size and scope and has been reinforced and resupplied from other members of the Alliance. A large portion of Lordaeron’s military was part of the expedition and as such is part of the last remaining vestiges of the kingdom.

Grizzlemaw
Grizzlemaw is the capital of the polar furbolgs who migrated to Northrend before the Great Sundering. Here they united under common threat of the Drakkari, and recently the Scourge. The Grizzlemaw are greatly suspicious of outsiders, but due mostly to ages of isolation moreso than the events of the Third War (see Timbermaw).

Drakkari
The Drakkari were forced, either by other trolls or the rise of the Night Elves, to Northrend sometime before the Great Sundering. Here they attempted to create an empire of their own, but were never able to defeat either the furbolgs to the south or the nerubians to the west. The scourge have become the Drakkari’s main concern.

The Scourge (Northrend)
After the Second War the The Elder Shaman Ner'zhul (Warchief of Draenor) attempted to open portals from Draenor to other planets to escape defeat from the Alliance. Instead his powerful spell ripped apart the planet and he was captured by the demon lord Kil'jaeden. Kil'jaeden tore Ner’zhul’s soul from his body and flung him into the Frozen Throne to lead the undead scourge and procure the Burning Legion’s invasion. While initially supporting Kil’jaden’s plan and starting the Third War, Ner’zhul betrayed the demon lord and helped secure victory against the legion. He then fused with the Death Knight Prince Arthas and has become one of the most powerful beings in existence. While the majority of the Scourge’s forces are in Lordaeron, a large portion remains in Northrend to secure is dominance of the continent and safeguard the Lich King.
 
MAPS

MAIN MAP (Please see latest update for most up-to-date map):
Spoiler :
wowmap4fq2.png


MAP WITH NATION NAMES (please note this was made with an earlier version of the map, some things are different on the main map. Please see latest update for most up-to-date map)

Spoiler :
wowmapnameswn3.png
 
reserving a post just in case. You may now begin posting.
 
Requesting Dalaran.

But I thought that most of the east was ravaged?

First post!
 
Kul Tiras for me
 
Requesting Dalaran.

But I thought that most of the east was ravaged?

First post!

You're right that most of Lordaeron was destroyed during the Third War, but some sections went unscathed (Southshore, Gilneas, Stromgarde, Kul Tiras, Hinterlands [wildhammers and trolls]). And with the lull in Scourge activity after the events of The Frozen Throne nations like Dalaran and Silvermoon have tried to rebuild. Still something like half of the subcontinent is currently a battleground so its not that great.

The rest of the Eastern Kingdoms (Khaz Modan in the center and Azeroth in the south) weren't even touched during the WCIII and TFT.


Anyways welcome aboard!
 
Silvermoon!!! :D
 
Thunder Bluff
Race: Humanoid (Tauren)
Economy: 20 Gold
Heroes: High Chieftain Cairne Bloodhoof (Level 9 Strength), Archdruid Hamuul Runetotem (Level 7 Intelligence), Elder Crone Magatha Grimtotem (Level 7 Intelligence)
Army: 130 (Mostly heavy infantry; many light infantry; few cavalry)
Navy: 0
Air: 10 (Mostly light riders)
Magic: 60 (Mostly support)

if i may claim it?
 
NOOOOO MY TAUREN HAVE BEEN NINJA'D!

however i choose

Undercity
Race: Humanoid (Undead-Forsaken)
Economy: 14 Gold
Heroes: Banshee Queen Sylvanas Windrunner (Level 9 Agility), Varimathras (Level 8 Agility), Champion of the Banshee Queen Nathanos Blightcaller (Level 7 Agility)
Army: 60 (Mostly mixed infantty; few cavalry); (In Tarren Mill) 15 (Mostly mixed infantry)
Navy: 0
Air: 15 (Mostly light riders; many zeppelins)
Magic: 40 (Mostly balanced); (Tarren Mill) 10 (Mostly balanced)

FOR THE HORDE!!!!

Also The Alliance seem horribly over powered...

another thing, The Forsaken is also known as the nation Undercity right? So i am at war with the Scarlet Crusade as well as allied with them? I understand the story line behind it (i play WoW and all that jazz) but could you clarify.
 
Venture Company
Race: Humanoid (Goblin, various employed)
Economy: 10 Gold
Heroes: Mogul Razdunk (Level 7 Strength), Grand Foreman Puzik Gallywix (Level 4 Strength), Gerenzo Wrenchwhistle (Level 3 Intelligence)
Army: 50 (Mostly Mixed Infantry)
Navy: 10 (Mostly corvettes; many frigates)
Air: 10 (Mostly Zeppelins)
Magic: 30 (Mostly damage)
 
Btw, have you planned to make use of the mountain ranges which currently are not seen on the map? Should we play as if they were there, or just ignore them and pretend there aint any mountains?

edit: also, what is the cost of recruiting units/heroes?

edit2: what are those 2 nations which separate my main territories?

edit3: its twilight's hammer and cenarion circle, right?
 
Claims Gilneas -

From Gilneas
To World


We don’t exist. No really we don’t. That wall does not conceal anything. We do not exist! We seriously don’t!

OOC:

Don’t expect anything from me all IC character you see :p
 
[1]Also The Alliance seem horribly over powered...

[2]another thing, The Forsaken is also known as the nation Undercity right? So i am at war with the Scarlet Crusade as well as allied with them? I understand the story line behind it (i play WoW and all that jazz) but could you clarify.


1) They may seem overpowered, but they have many initial threats while the Horde can choose which ones it wishes to face first. Darnassus has to regroup itself, the Exodar needs to gain local dominance, Thereamore is facing threat of war with the Black Dragonflight should it aid Stormwind, Stromgarde is nearly destroyed, Stormwind is under siege from all sides, Northrend is too far too really contribute, and the High Elves near useless besides as a toehold. That leaves Ironforge, Dalaran, and Hillsbrad as the only areas not at war/useful (and even they may be needed to help their allies)

And while Undercity and Silvermoon are preoccupied with the scourge and scarlet crusade, the rest are pretty much secure at this point. Besides the Horde are meant to be the underdogs at this point, numerically inferior that is.

2) If you notice there are semicolons between the nations at war with the Scourge and Stormwind. This means they are all at war with that nation, but not allied with each other. In other words things can get messy like Undercity and Scarlet Crusade can fight the Scourge, and each other.

Btw, have you planned to make use of the mountain ranges which currently are not seen on the map? Should we play as if they were there, or just ignore them and pretend there aint any mountains?

edit: also, what is the cost of recruiting units/heroes?

edit2: what are those 2 nations which separate my main territories?

edit3: its twilight's hammer and cenarion circle, right?

1) You can consider there to be tough terrain between zones like WoW(say the ones around Mulgore), enough to hinder some movement and increase defensive abilities, but not anything like large mountain ranges. And if you mean areas north of Stormwind and east of Blackrock then those areas can be considered tough terrain as well, but not impassible by any means. Its ust been too costly to fortify and colonize these lands so far, so people have stayed away.

2) I forgot to mention that >_<. 1 gold = increase of any power rating by 1. A new hero costs 5 gold. It could be a costly mistake since they start out so weak, but if they survive they easily outweigh the cost. I might institute a hero cap if people build them like crazy, but at this point I don't see why there should be one since its not a quick investment.

Rules are fixed now though.

3) Cenarion Expedition (who kept a strong outpost to keep watch on you) and Twilight's Hammer (who think they can gain allegiance with the Old God in your capital).

4) yes.
 
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