NutraNESIV.5: Fantasy Remastered

I guess stats come next? I always found that to be a drudgerous part of NESing. I'm guessing we will take care of the stats after you give us the initials?

Well, as you guys will soon find out, this BT will lead into another BT that will lead into an IT when the first true kingdoms are created. At the moment you guys will control your cultures and develop them into proper polities. So basically it will be stat-light for a turn before I throw up nation stats on the front page.

True, I'm not sure I'd want dwarves who had questionable enough intelligence to forsake a god of harmony :p

The way I interpreted Teikan is that he is the god of harmony, sure, but how that harmony is achieved is a whole other matter. :mwaha:
 
Well, I guess there's harmony and harmony.
 
Appendix I is up and it contains 6/10 player stats. The other 4, as well as what I expect from your orders for next turn, will come when I wake up tomorrow. Appendix II will deal with the strange origin/place the humans of Kor-Fiol occupy. Appendix III will deal with whatever miscellaneous details I remember.
 
The Bragaash
Awesome! I got a huge culture made by and of ... elves who had little bit too much fun with animals.

(Love your update)

*Is there any particular reason why I did not learn any magic ? May I assume that * Woods do not have any metorites crashed into it?

*I assume that my first town is also not in list because it's relatively new?

* How dense population would be in Ruut Woods, Forest of Gir, and Thôn-yFel ? How big of a threat are we to other races - I assume outer sides of the forests have pretty low numbers, if compared to inner forests (mainly because other races would attack these villages to defend against the constant raids?

*What would be the main dangers ? (just Wild animals or demonic demon lairs or maybe some race of very brutal looks-and-behaviour?

* How would you describe function of mercenaries caste? - Would you agree that these are people who have sinned or revolted against the Clanial (by commiting a crime or not taking up their parents profession, whilst not allowed to take up any other profession either) and, instead of joining the Clans military, they joined Mercanery bands, to earn enough gold, to buy themselves free of their caste and repay their depts of moral sin ?
 
Awesome. Puts my NES updates to shame.
 
The Bragaash
Awesome! I got a huge culture made by and of ... elves who had little bit too much fun with animals.

(Love your update)

*Is there any particular reason why I did not learn any magic ? May I assume that * Woods do not have any metorites crashed into it?

*I assume that my first town is also not in list because it's relatively new?

* How dense population would be in Ruut Woods, Forest of Gir, and Thôn-yFel ? How big of a threat are we to other races - I assume outer sides of the forests have pretty low numbers, if compared to inner forests (mainly because other races would attack these villages to defend against the constant raids?

*What would be the main dangers ? (just Wild animals or demonic demon lairs or maybe some race of very brutal looks-and-behaviour?

* How would you describe function of mercenaries caste? - Would you agree that these are people who have sinned or revolted against the Clanial (by commiting a crime or not taking up their parents profession, whilst not allowed to take up any other profession either) and, instead of joining the Clans military, they joined Mercanery bands, to earn enough gold, to buy themselves free of their caste and repay their depts of moral sin ?

*You have not learned magick just yet, like many other players, because no magicians have arisen from your peoples! Do not worry. Everyone will have magickal capabilities by the end up update 1.

*Your first settlement will be listed as your first nation. It is that castle-looking thing next to the river. It is a castle looking thing as opposed to a hut because it is pretty large.

*The forests of Gir and Thôn-yFel are not as populated with orcs as the Ruut Woods (your peoples') homes. More will be explained in your stats.

*The main dangers are wild animals—which range from giant bears to dire wolves—and the occasional feral Rochir elf.

*The mercenary caste is a difficult one to tackle. They are simultaneously outsiders to the normal caste structure and an important step to becoming a member of the military caste. If there are no real wars going on and Clanial is enjoying peace, more young orcs will leave home to be mercenaries. If war breaks out, however, many will come back to help their homeland, joining the military caste and thus reentering society. The elders really do not look down upon the orcs who do this, as they understand that more military-minded orcs with adventurous spirits would be dangerous to have at home if there is nothing for them to bash. The orcs who refuse the call of their elders, however, forever remain outsiders.
 
Hey Northen, I am going to exile a rather powerful vivification wizard with an interest in artification and Alchemy from my nation.

If you want to take her as an excuse to learning vivification or such, I'll send her off to the north. No killing her, though :p
 
What vivification wizard?--Oh wait, you're not the Sheol! You're the evil humans. One of them, at least.

Edit: I hope you did not mind me getting rid of your intense bat people. They're still their, more or less, just as horribly scarred, near-rotting undead figures who retain their sanity, but none of their dignity.

Edit Edit: Also that they have a kingdom called the Kingdom of Abyss rather than the Kingdom of Icara. I saw that one of the names Abaddon had for a city was 'Abyis' and thought "I have to use that for Seon's evil humans."
 
Oh, I don't mind at all. Say, since I am undead now, can I drink people's blood as delicacy? :p
 
I love my mage controlled Ratmen, I'm going to have fun with them. I'm envisioning large city-states.
 
Oh, I don't mind at all. Say, since I am undead now, can I drink people's blood as delicacy? :p


Your populace, as you will find out in the next update, actually knows that their elite is undead, but are pretty much cool with that because they lived for so long under the strange [void]kin that undead are pretty much indistinguishable. The undead elite, though, probably will have to drink the life force (not the blood!) of the living Telric population. Ostensibly, I guess, that's vampiric, though true vampires exist and are quite different in ability and thought than the undead elite in the Icaran society.

Your stats are up, btw. All stats, except Tecknojock's & thomas.berubeg's are up.

edit: Don't hesitate to ask questions about your cultures/make suggestions for how you may want them to change! This is, after all, a collaborative effort, and I am a friendly mod, if mildly sadistic. :)
 
Well, I think the undead elite would hate anything that worships some unknown deity. In fact, any worship of a non-human as a god or some silly thing like that is a big no no. It reminds them of the voidkin, which they would despise with incredible passion.
 
Seon The Mad-Hatter said:
Hey Northen, I am going to exile a rather powerful vivification wizard with an interest in artification and Alchemy from my nation.

If you want to take her as an excuse to learning vivification or such, I'll send her off to the north. No killing her, though

The Bragaash need no help. The Bragaash are getting stronger day by day. Our brothers shall soon find the magical rocks and present them to Shamans. The Truest Caste of Power. And shamans shall unlock the power behind these rocks. And Bragaash shall be even stronger.

-The Bragaash

----
@nutranurse
Culture map Here seems to be rather small, maybe add a link to larger pic? (or maybe it's just my connection)

- Link to forest/area names map would be useful :)

- It'd be very useful if you'd give each cultural area its own paragraph. Like this:
Clanial Union (75% Bargaash [Politically Dominant]; 15% Rochir [Slave Workforce]; 9% Sheol [Itinerant Traders/Slave Workforce]; 1% Malachim [Itinerant Traders]);
Tribes of Thôn-yFel (60% Bragaash [Politically Dominant]; 40% Sheol [Itinerant Traders/Slave Workforce]);
Tribes of Gir (55% Bragaash [Politically Dominant[; 45% Rochir [Slave Workforce])
It'd simplify my stat reading quite a bit :)

So, what do you want from me? I assume you want orders of some kind - what kind? What do I command? Just people with culture of "Clanial" or all Bragaash orcish future cultural developments?

Edit:
I noticed there are several Itinerant trader races in my culture. How are the trade goods transported?
Is there any knowledge of triremes or trade caravans. What about roads?
Would it be possible to create roads or footpaths through the woods to connect all villages under Clanial Leadership with eachother to simplify trade and defense? Would it require some resources (quarries?) Do I have any quarries?
What is the climate like in forests?
There's a lake in the middle of this land. What's it like? Is it full of sharks? Tentacles ? Salty or not?
What would my orcs produce?
What resources could be found in forests of El-or ?
Do all races have knowledge of metallurgy or at least some sort of smithing?
What weapons and armor do my orcs use and where would they get them ?
 
He said he'd put that in Appendix II later.
 
~Appendix II~
+The Black Hearts of Humans+

Humans are not native creatures to El-Or. This was a decision I made after receiving culture proposals that had humans occupying very high-fantasy roles as necromancers, liches, and consorts to extraplanar beings. Instead of rejecting these cultures or dulling them down to fit the starting point of the NES, I decided to embrace them wholly and incorporate them as utterly alien agents indicative of the changes that soon will grip El-Or.

Humans, specifically the Telric humans from which the Telmar, Telran, and Icaran descend, are native to a strange place they call 'Between'. Where 'Between' is none of them can truly say—even the [void]kin who were close to 'Between's fell lord—though months prior to the star-storm the Telric perceived that 'Between' was slowly collapsing into another plane of existence: El-Or.

Players may interpret this however they will. Is 'Between' the source of all the magick now present in the world? Perhaps. Certainly no fanciful creatures—save for, perhaps, the amphibian Bladvenn and the avian Malachim—existed before the star-storm. Then again races such as the Malachim and Bladvenn seem to hint to some latent magick that has always been present in the world. El-Or itself certainly had some sort of magick, evidenced by the ley lines 'awakened' by the storm. Maybe the collapse of the 'Between' was the trigger for this?

Or did the 'Between' even collapse?

Certainly, according to the Terlan, 'Between' still exists, as their goddess-priestesses claim to travel back and forth between El-Or and the strange, shadowy realm by dying and being reborn. These reincarnated priestesses even claim that in 'Between' they become god-like again, as some force on El-Or impairs their natural magick.

In 'Between' the [void]kin were magicians whose skill was unparalleled, but upon entering El-Or their ability was drastically weakened. Where 'Between' was a place where magick was a thing the Telric ate, breathed, and drank, magick in El-Or seems dead. Spells that the [void]kin of the Telmar and Terlan cast now need massive rituals where once a single mage could do it by batting her eyelash. Strangely, though, the Icarans—whose magick is the product of thievery—suffers no such hindrance, evidenced by the miraculous triumph of their leader Xanthus over life and death.

A note should be mentioned on the all-creator of the Telric and 'Between', [void]. His name is not actually 'void', but expressing it as [void] is my way of representing the dearth of magick in El-Or that causes his intrinsically magickal name to be impossible to say—for now at least. Think of it as the name of the Christian 'God', and how it is impossible to know his name because humanity is too flawed a creation.
 
Appendix III
+
Miscellaneous Elements+

On the Technology at the End of Update 0
I am not all that well versed in the history of technology, and adding magick to the mix certainly complicates things, so excuse me if I make glaring mistakes that cause you to bash your heads into your keyboards. The technology of the world the players will emerge into by the end of update 1 will be comparable to early bronze-age technology. Think 4th century Athens and 3rd century Rome.

The Malachim, through the Ikkir, introduced metallurgy to the region of Kor-Fiol. The metal that they forge is called 'celesium'. Celesium is a silvery metal, hence its angelic name, that is light and less prone to chipping than the stone weapons/tools used before its discovery. The star-storm and subsequent collapse of the Ikkir's former home, Ikkanaya-Teiken, did see a period where Celesium became scare; this period will be further explained in update 1.

Imk1X.gif

Celesium Ore;
By the end of Update 1 it will be a fairly widespread metal, though it is mined primarily in the Ilonmol Range, causing whatever Malachim polity to arise there to be rather rich.

Outside of metallurgy players have access to the general affair of technology. The Sheol discovered agriculture, and this revolution slowly spread its way up north so that virtually all the current cultures can thank the Sheol for their practices. The Star Goblins adapted this, somewhat, to farming in their hilly homes, though their method is far from perfect. Animal domestication is pretty scarce. Other than the horses that the Narados control, the dogs/goats found in virtually all cultures, and the small birds tamed by the Malachim, no other real domestication has occurred. When I say that a player's economy is 'pastoral' the players should think of 'goats'. Lots of goats.

Most scholarly/literary things rely upon oral traditions. All the cultures have a smattering of written script—the Sheol, Narados, Dohtel, and Bragaash share elvish runes; the Swiech and Star Goblins use a Malachim-Goblinod hybrid script; and the Malachim use their own intricate 'high' script that they are loathe to share with others; the human Telmar, Terlan, and Icaran share the old Telric script and are the only peoples who can truly claim to have a written tradition. Expect these to be further developed by the end of update 1.

Small boats are in use, though the Dohtel are the only race with truly sea-worthy vessels, and even these ships are pretty iffy.

On the Trade Goods Produced By Cultures at the End of Update 0
Each of the cultures can claim to produce something that they can trade to other species. The primary craftsmen are, unsurprisingly, the Malachim and Ikkir. Through copying Ikkir stonework the Malachim made all sorts of intricate, beautiful wares that they sell to other peoples for outrageous prices. The Sheol, owing true to their farming traditions, sell a vast majority of the world's more tasty foods such as root vegetables, leafy greens, and some fruits. The Narados and their massive herds of goats sell goat cheese, goat milk, goat bone-tools, goat-hair items, and goats themselves. The Bragaash and their Rochir slaves have the luxury of controlling the majority of the region's wood supply, and so sell that in great abundance. The Dohtel hunt a lot and sell the furs they take, as well as whatever wood & stoneworks they make. The Swiech sell whatever they can get their hands on, though their remote position sees them mostly selling to either only themselves or to the Star Goblins. The Star Goblins do not really grasp trade, as why would you want to rely on goods made from other colonies when your own colony is a self-sufficient entity? What are you, crazy people?

The human races have yet to really break into the trade/goods production area of things, but their efforts will be revealed over update 1. Expect me to go into more detail in update 1 as well.
 
It has not :(, however you have a terribly powerful geomancer who can actually see ley lines (a feat no other races can claim) and this trait, most likely, will pass down into his descendants (which should be many, considering he took a poop ton of brides).

Artification will come next turn in update 0. All the players will get the magicks they asked for at the start of the NES, just that I could not work in making every one and their grandma magicians.
 
Yep! It all checks out. Really, you guys do not need to wait for the appendixes to come out to send your orders, as the appendixes are fluff meant to help immerse the players/illuminate some things I was not able to incorporate into the update. Regardless of what you send to me, the information revealed in the appendixes will be incorporated into update 1.

edit: And remember, the sooner I get orders the sooner you guys get to really start playing the NES. :)
 
Back
Top Bottom