The Chaos Gods have set their sights on a new world: Azeroth. Each of the Chaos Gods have chosen one of the five Aspects to be their champion. As cults appear throughout the world and with the dragon flights slowly succumbing to Chaos, can you guide your chosen faction to victory and save Azeroth before it is too late?
Martial: 15+7=22 - Your knowledge and skill at defensive warfare exceeds all but the most seasoned veteran commanders of the empire. Diplomacy: 16-2=14 - Managing your court can be exhausting, but you can do it. Stewardship: 12+2=14 - You know your way around numbers and logistics, but your real strength lay in designing buildings, particularly defenses. Learning: 16-2=14 - As king you are well learned and able to keep up with your advisors in the more general aspects of their specialties. Willpower: 13+5=18 - As a Spider Lord, you are disciplined and your mind strong. Intrigue: 13=13 - Spy games have never been your forte, but you are in no way helpless in regards to them. Combat: 13+8=21 - Spider Lords are true juggernauts at combat and despite not being a warrior yourself, you are no exception.
Spider Lord: Spider Lords are the largest and most powerful nerubians, each one a terror on the battlefield. (+5 Willpower, +8 Combat, bonus to dealing with nerubians, bonus to intimidation rolls) Commander: An innate grasp of tactics and strategy has served you well. (+5 Martial, -2 Diplomacy, -2 Learning. One additional Martial slot at start) Architect: Like the great architects of Azjol-Nerub before you, your works are true wonders designed to last for millennia. (+2 Stewardship, decrease to construction costs and time) Guardian: Azjol-Nerub is your home and it Will Not Fall. (+2 Martial, bonus when defending)
You are Spider King Anub'ergan, successor to Anub'arak and the 501st Spider King. The competition among your brood mates for who would succeed your father Anub'arak was fierce, but in the end it was your skill at defensive warfare and the prophesized wars to come that made the decision for who would be heir. You have been entrusted with rulership over the kingdom in these dark times and You. Will. Not. Fail!
Gold Income
Mining Income: +260,000 gold per turn
Farming: +40,000 gold per turn
Trading Income: None
Total Income: +300,000 gold per turn
Gold Upkeep
Army Upkeep: -55,000 gold per turn
Azjol-Nerub Upkeep: -120,000 gold per turn
Learning Institutes: -35,000 gold per turn
Total Upkeep: -210,000 gold per turn
Net Gold Income: 90,000 gold per turn Gold Reserves: 1,000,000 gold
Food Income
Farming: +3,000 food per turn
Trading Income: None
Total Income: +750 food per turn
Food Upkeep
Upkeep: -2,250 food per turn
Total Upkeep: -2,250 food per turn
Net Food Income: 750 food per turn Food Reserves: 5,000 food