kkmo
世界
- Joined
- May 22, 2008
- Messages
- 1,245

Hello and welcome to the long-term preNES for Sekai II (Fantasy NES): The Third Age.
To begin, I will state again that this is a long-term preNES. By long-term, I mean up to a month or even two before the launching of the story itself. I am determined to see this Sekai through, so please become excited at the possibilities within this story format. Sekai runs on a very typical fantasy theme, though there might be some differences so pay attention as you read this.

My second most important note here is that you should not join this game if you do not wish to write stories and participate in a grand story of fantasy adventure. I will say that right from the beginning to avoid any unnecessary confusion. Sekai II will not run on player orders and the very design of the story is conducive to actions. This story will run on a "timetable". The specifics of the timetable have yet to be decided, but you can expect that one real-life day will equal two weeks to one month game-time. Your polity, guild, group, or character will not do anything unless you post about it. Don't worry so much about missing days. We all have real lives, university, jobs, etc. You can always post stories encompassing several time-slots before the one we are currently on (so if you miss 5 days, you can always write a story that encompasses what you have been doing for the last X game weeks).
This story will also not have updates in a traditional NES format. "Turns" will pass, which are basically randomly occurring markers. They will not have much story-text, though, and will rather be archives of stories posted thus far, stat adjustments, and modifier info (so during one Turn, all kingdoms might get a blessing or a curse until the next Turn). Do not think I am lazy for not writing updates. The reason this NES will not have updates is because I, as the "Game Master" will be continuously posting stories and responses to your stories. I am not superhuman, and I too have school, work, and a personal life. However, to the best of my ability I will keep the story going and will give you as a player plenty to do. I think this takes just as much time, if not more, than a traditional update.
So I repeat: no orders in this, and primarily story-driven. There will be stats, but they will not be complicated. Stats and hard rules will not be revealed until the launching of the story.
What I will need from all who wish to be involved is the following:
1. What type of player will you be? Your choices are Nation, City-State, Guild, Group of Characters, or Single Character. Here are descriptions of player types:
Spoiler :
Nations have a capital city and several smaller cities, towns, and villages. A single nation can encompass a variety of different terrains and races. The power of a nation lies in its large economy, army, and political clout. A nation's weakness is that it must defend its borders from a variety of dangers and they are often targeted for their wealth and resources. Managing a nation can be difficult. Your people will be demanding, and various internal elements will keep you on your toes. Groups or single characters might ask you to sponsor them, and city-states might ask you to protect them.
City-States are a single city, surrounded by smaller hamlets and villages and centralized in a single area. The advantage here is a centralized location in which you base your operations. Instead of having a large population like a nation, your population is smaller and easily ruled and appeased. Your factions will typically be less troublesome. Your economy and army are smaller than nations, but this does not mean they are less successful. Sometimes a city-state will have an affiliation with a nation, or alliances for protection. And sometimes a city-state will sponsor certain groups or characters.
Guilds are organizations without borders. They do not have territory like nations and city-states and instead operate in a variety of locations using many of Sekai's trade routes. Guilds must have a remarkable specialization. For example, one guild might breed a particularly brave and special type of horse. Another guild might brew an excellent beer. Another might make the southern region's finest armor. Another might be an archery guild, providing fine bows to the highest bidders. Your goal as a guild is to find your niche and succeed and gain influence in an specific endeavor. While you do not have territory, you can have a small army which is used to defend your stores and trade posts from thieves, spies, and bandits. The goal here is not to create a monopoly, but to create a fine, respected item or service.
Groups are bands of adventurers. They travel together, exploring some of Sekai's most dangerous and interesting locales. Their goals can vary. Perhaps it is money and fame. Or perhaps it is simply for the thrill of adventure. As a group, you have several characters under your control. Sometimes you will seek the sponsorship of a polity, and other times you might wish to go out into the wilderness all by yourself. There are many possibilities, but I will try to provide a lot of options for you if you are stuck. As a group, you can generally move faster than armies.
Characters are exactly what they sound like. This option is for die-hard old-fashioned role-players. You are in control of a single individual. What you do with this individual and where you take him/her is up to you. Just as I will do with groups, I will provide "quests" and information for you if you are stuck. You can generally move faster than a group because you are one person, but you are also... well... alone!
Q: Can two single-character players join together to form a party?
A: Of course!
City-States are a single city, surrounded by smaller hamlets and villages and centralized in a single area. The advantage here is a centralized location in which you base your operations. Instead of having a large population like a nation, your population is smaller and easily ruled and appeased. Your factions will typically be less troublesome. Your economy and army are smaller than nations, but this does not mean they are less successful. Sometimes a city-state will have an affiliation with a nation, or alliances for protection. And sometimes a city-state will sponsor certain groups or characters.
Guilds are organizations without borders. They do not have territory like nations and city-states and instead operate in a variety of locations using many of Sekai's trade routes. Guilds must have a remarkable specialization. For example, one guild might breed a particularly brave and special type of horse. Another guild might brew an excellent beer. Another might make the southern region's finest armor. Another might be an archery guild, providing fine bows to the highest bidders. Your goal as a guild is to find your niche and succeed and gain influence in an specific endeavor. While you do not have territory, you can have a small army which is used to defend your stores and trade posts from thieves, spies, and bandits. The goal here is not to create a monopoly, but to create a fine, respected item or service.
Groups are bands of adventurers. They travel together, exploring some of Sekai's most dangerous and interesting locales. Their goals can vary. Perhaps it is money and fame. Or perhaps it is simply for the thrill of adventure. As a group, you have several characters under your control. Sometimes you will seek the sponsorship of a polity, and other times you might wish to go out into the wilderness all by yourself. There are many possibilities, but I will try to provide a lot of options for you if you are stuck. As a group, you can generally move faster than armies.
Characters are exactly what they sound like. This option is for die-hard old-fashioned role-players. You are in control of a single individual. What you do with this individual and where you take him/her is up to you. Just as I will do with groups, I will provide "quests" and information for you if you are stuck. You can generally move faster than a group because you are one person, but you are also... well... alone!
Q: Can two single-character players join together to form a party?
A: Of course!
2. Please fill in a Proposal and post it. These are proposals, which means your polity, guild, group, or character will not necessarily end up being what you post. I will try to stay true to your concept, but polities will have varying economic and military might, populations, land area, etc.
Polity (Nation & City-State) Proposal Template
Spoiler :
Nation or City-State Name (player)
People: You can choose 2 races to begin with (your secondary race can be no more than 25% of your total population as a Nation, or 10% of your total population as a City-State) - sticking with one race is fine as well. Regardless, please list racial preferences here as well (see example below). Your primary and secondary races are typically cooperative and can co-exist peacefully - the third race is neutral, and the two after that are not preferred and will be subjugated if someday they become a part of your nation).
Capital: What is your capital city? [do not include this if City-State]
Government: What is your government type?
Ruler: Who is your current ruler, monarch, sovereign, etc.?
Livelihood: How does your society function economically?
Names: Please list 5-7 names that will be used for cities, towns, and other locales [please include this even if you are a City-State]
Description: A summary of your nation, including its culture, history, and general background. Please include some background information as to why your primary and secondary race are cooperating. Note that this description is a proposal and will not necessarily be the word-for-word background of your resulting polity.
Preferred Location: Provide a preferred location for your polity.
Examples
People: You can choose 2 races to begin with (your secondary race can be no more than 25% of your total population as a Nation, or 10% of your total population as a City-State) - sticking with one race is fine as well. Regardless, please list racial preferences here as well (see example below). Your primary and secondary races are typically cooperative and can co-exist peacefully - the third race is neutral, and the two after that are not preferred and will be subjugated if someday they become a part of your nation).
Capital: What is your capital city? [do not include this if City-State]
Government: What is your government type?
Ruler: Who is your current ruler, monarch, sovereign, etc.?
Livelihood: How does your society function economically?
Names: Please list 5-7 names that will be used for cities, towns, and other locales [please include this even if you are a City-State]
Description: A summary of your nation, including its culture, history, and general background. Please include some background information as to why your primary and secondary race are cooperating. Note that this description is a proposal and will not necessarily be the word-for-word background of your resulting polity.
Preferred Location: Provide a preferred location for your polity.
Examples
Kingdom of Blahduria (kkmo; Nation)
People: Human (80%; primary; dominant political presence) / Elf (20%; secondary; cooperative; no political presence) / Dwarf / Goblin / Orc
Capital: Blahtropolis
Government: Absolute Monarchy
Ruler: King Blah (Human)
Livelihood: Farming, livestock, horticulture, river fishing, hunting
Names: Tagadoo, Milkymoonia, Huzania, Wezania, Magamoo, Regis, Yuko
Description: [insert Nation description]
Preferred Location: The grasslands south of the Northwild
Tribes of Melgoth (kkmo; City-State)
People: Human (90%; primary; dominant political presence) / Orc (10%; secondary; cooperative; some political presence) / Elf / Goblin / Dwarf
Ruler: Lord Melgo (Human)
Livelihood: Hunting, foraging, coastal fishing, fur trade, raiding
Names: Gulfgoth, Himpgoth, Trimpgoth, Limpgoth, Slimpgoth
Description: [insert City-State description]
Preferred Location: Adjacent to the Gulf of Maebon
Guild Proposal Template
Spoiler :
Guild Name (player)
Racial Preferences: List races 1-5 in order of preference. This indicates which races you prefer to deal with or be involved with from the start of the story.
Trade: What particular trade do you specialize in? (please be as specific as possible)
Master: Who controls your guild?
Description: A summary of your guild, including info about its founder, history, and general background. Note that this description is a proposal and will not necessarily be the word-for-word background of your resulting guild.
Preferred Location: Is there a player-proposed polity you wish to base yourself out of initially? You can edit this part to include or change something as players post their polity proposals.
Example
Racial Preferences: List races 1-5 in order of preference. This indicates which races you prefer to deal with or be involved with from the start of the story.
Trade: What particular trade do you specialize in? (please be as specific as possible)
Master: Who controls your guild?
Description: A summary of your guild, including info about its founder, history, and general background. Note that this description is a proposal and will not necessarily be the word-for-word background of your resulting guild.
Preferred Location: Is there a player-proposed polity you wish to base yourself out of initially? You can edit this part to include or change something as players post their polity proposals.
Example
Daioc Blacksmiths (kkmo; Guild)
Racial Preferences: Dwarf / Human / Orc / Goblin / Elf
Trade: Armor and helm smithing
Master: Alagir Mithr (Dwarf)
Description: [insert description here]
Preferred Location: Lord Iggy's Dorovel (just giving an example)
Group Proposal Template
Spoiler :
Group Name, if applicable (player)
Racial Preferences: List from 1-5 your racial preferences. Your group can only include members from the first three races on this list, and not the last two. Don't worry much about this - you will be able to enter all polities who welcome you, and you won't be able to enter any that do not. This is simply to indicate which races your group is composed of and the "other two".
Characters: List the names of the characters in your group. You can propose up to 5 characters. You might not get them all.
Leader: Which of the characters is the group's leader? (if applicable)
Purpose: What is your group's purpose? This can be specific or broad, and you don't have to include one if it is unknown as of yet.
Description: A summary of how your characters met, what they hope to accomplish, and other general background info about your group.
Preferred Location: Is there a player-proposed polity you wish to begin in or be friendly with? You can edit this part to include or change something as players post their polity proposals. Or you can give me a general region you wish to be in.
For each character in your group, you will need to have a separate character profile.
Example
Racial Preferences: List from 1-5 your racial preferences. Your group can only include members from the first three races on this list, and not the last two. Don't worry much about this - you will be able to enter all polities who welcome you, and you won't be able to enter any that do not. This is simply to indicate which races your group is composed of and the "other two".
Characters: List the names of the characters in your group. You can propose up to 5 characters. You might not get them all.
Leader: Which of the characters is the group's leader? (if applicable)
Purpose: What is your group's purpose? This can be specific or broad, and you don't have to include one if it is unknown as of yet.
Description: A summary of how your characters met, what they hope to accomplish, and other general background info about your group.
Preferred Location: Is there a player-proposed polity you wish to begin in or be friendly with? You can edit this part to include or change something as players post their polity proposals. Or you can give me a general region you wish to be in.
For each character in your group, you will need to have a separate character profile.
Example
Fellowship of the Woodwall (kkmo; Group)
Racial Preferences: Elf / Human / Dwarf / Goblin / Orc
Characters: Huzzle Middlescone (Elf), Muzi Telepok (Half-Elf), Odo Mikoko (Human), Beardman Namebeard (Dwarf)
Leader: N/A
Purpose: To defend the Woodwall and explore its mysteries. This may take us to other regions.
Description: [insert description here]
Preferred Location: Somewhere in the Woodwall
Character Proposal Template
Spoiler :
Name of Character (player)
Race/Sex: What is your character's race and gender?
Class: What class do you prefer this character to be? Please give three "preferences". (Warrior, Paladin, Rogue, Ranger, Mage [Druid, Cleric, Shaman, Necromancer], Sorcerer, Alchemist)... there is a difference between Mage and Sorcerer, and 3 "types" of Mages - please read the guidelines
Apperance: Height, weight, general appearance
Inventory: What items do you expect this character to begin with?
Background: A summary of your character's history. When thinking of a hometown or home region, remember that very few dark-skinned peoples are from the cold north, and very few blond, fair-skinned peoples are from the far south.
Preferred Location: Where do you prefer your character to begin? This can be edited as players post polities.
Example
Race/Sex: What is your character's race and gender?
Class: What class do you prefer this character to be? Please give three "preferences". (Warrior, Paladin, Rogue, Ranger, Mage [Druid, Cleric, Shaman, Necromancer], Sorcerer, Alchemist)... there is a difference between Mage and Sorcerer, and 3 "types" of Mages - please read the guidelines
Apperance: Height, weight, general appearance
Inventory: What items do you expect this character to begin with?
Background: A summary of your character's history. When thinking of a hometown or home region, remember that very few dark-skinned peoples are from the cold north, and very few blond, fair-skinned peoples are from the far south.

Preferred Location: Where do you prefer your character to begin? This can be edited as players post polities.
Example
Muzi Telepok (kkmo)
Race / Sex: Half-Elf / Male
Class: Ranger, Druid, Alchemist
Apperance: 5' 9", slim, upright, dirty blond hair, hazel eyes
Inventory: Longbow, Short sword, leather vest, well-made boots and gloves
Background: [insert background info]
Preferred Location: das's Kingdom of Malthen (just an example)
And real quick:
The difference between a Mage and a Sorcerer in this fantasy universe
Spoiler :
1.) A very small portion of the population can use magic at all. However:
2.) The smallest portion and rarest occurring are Sorcerers. They are born with the ability to use magic. It drains much of their energy to use an ability, and so they must learn how to control their power and withstand uses of more powerful abilities. These are not specific abilities, but rather generalized, destructive or reparative abilities (i.e. a novice sorcerer has minimal control over his/her powers - stuff like small fireballs coming from the fingertips - while an extremely advanced sorcerer can potentially crash a meteor into the earth). And then:
3.) A larger portion of the population, but still very small, are Mages. Mages are not born with the ability to use magic. However, one must be extremely intelligent, patient, and disciplined to become a Mage. Therefore, still very few people can attain the Mage status. Mages typically cast spells. Mages have various types: Druid, Cleric, Shaman, and Necromancer. Therefore:
4.) The path of a sorcerer is not necessarily perfect, while a mage's path is clear and more defined. A sorcerer has less control over their powers and they are not necessarily intelligent or patient, while a mage is more scholarly and insightful.
2.) The smallest portion and rarest occurring are Sorcerers. They are born with the ability to use magic. It drains much of their energy to use an ability, and so they must learn how to control their power and withstand uses of more powerful abilities. These are not specific abilities, but rather generalized, destructive or reparative abilities (i.e. a novice sorcerer has minimal control over his/her powers - stuff like small fireballs coming from the fingertips - while an extremely advanced sorcerer can potentially crash a meteor into the earth). And then:
3.) A larger portion of the population, but still very small, are Mages. Mages are not born with the ability to use magic. However, one must be extremely intelligent, patient, and disciplined to become a Mage. Therefore, still very few people can attain the Mage status. Mages typically cast spells. Mages have various types: Druid, Cleric, Shaman, and Necromancer. Therefore:
4.) The path of a sorcerer is not necessarily perfect, while a mage's path is clear and more defined. A sorcerer has less control over their powers and they are not necessarily intelligent or patient, while a mage is more scholarly and insightful.
And that is it for now. When a suitable amount of time has passed, I will review all proposals. Your starting economy, land area, population, military description, military numbers, factions, and so on will all be decided by me based on your proposal. If you get less than what you desired, do not take it personally. I am not judging this by quality of proposal, but moreso by what fits together with all the information I receive.
Also, I am intentionally not including the finalized ruleset here. The nitty-gritty stuff like how skilled your character is or what components make up your military will be described in full when the story finally launches.
Before you post your proposal, please take some time to read some Overview Notes / Rules. These are not the entire ruleset (that's why this is a preNES). Instead they are bits of historical information and reference for you to keep in mind while you write your proposal.