
Year 1231: The Elven and Dwarven kindoms had been dominant for thousands of years, but they were by no means the only races on the continent. Year 530 was when Orcs and their sister-races were first recognized, with the Ferkin following shortly therafter. At first, these two races were enslaved by the Elves and the Dwarves. This particular period is a difficult one to explain, as slavery was clearly against the moral standards of both the Elves and the Dwarves; it has been widely assumed that the master races simply didnt relalize that their servents were sentient, or perhaps that Orcs (and their sister-races) and Ferkin came to develop a social conciousness only when brought together under their masters.
Regardless, the end result was a widespread slave revolt. While both eldar races would fight their erswhile slaves to some degree, the worst fighting would be with the Dwarves. The Orcs took up arms first, and rapidly fought a bloody and bitter war with the Dwarves, eventually soundly defeating Khurdak and establishing an independant kingdom of their own. The Ferkin had a much harder time of it, being denied a military victory by the relative lack of interest by the Elves in keeping them enslaved once their intentions were known, and lacking a leader of any organizational talent. So while the Orcs would take their place on the world stage as a nation, the Ferken remained a loosly organized (if at all) group of wandering tribes.
Setup: Purchase all units (including reinforcements) simultaneously. Empire then sets up, followed by the Rebels.
Empire - Eldryn: Remove one Wizard from the game. 80GP worth of units at start, which must include at least one Castle. Place the Castle in any city of value 2 or 3 and reveal it to your opponent. That city is then your Capital. Set up all units in cities, at least 2 (but no more than 4) per city. 40GP worth of units enter on turn 6 along the west edge.
Rebel - Ferkin: Remove two Wizards from the game. 20GP of units, plus one Castle at strength 4, one Wizard at strength 4, and 20s of 1GP units. After Imperial setup, chose 1 city of value 1; this is your home city. Imperial units in that city are displaced to any other city of the Imperial players choice. Set up all your units in that city or in hexes adjacent to it (which are not Eldryn cities).
Special Rules
Victory: The Empire wins by holding both his own Capital and the Rebel home city at the end of any turn. The Rebel wins by holding the Imperial Capital at the end of any turn. At the end of the game, the Rebel player wins if he holds at least 3GP of cities; otherwise, the Imperial player wins.
Variations: