stNNES VI: A New Fantastic Point of View

North King

blech
Joined
Jan 2, 2004
Messages
18,165
stNNES VI: A New Fantastic Point of View.

Welcome to number 6 in the series. I invite any and all NESers to come join this one, hopefully we can make this a fun experience for all.

Yes, I skipped the number five, but if I was honest this would be number 7, since we had how many 4s? 3, I think.

In any case, welcome all players, new and old. I hope you have a fun time in this NES, I’ll try to make it that way.

Yeah, so basically, this is a fantasy NES, for good or ill. Well, read the explanation below.

Basically, this is like a fresh start, but it would be a particular area of a random map, with the history and background made up by me (I think I have a relatively good one already). You could be humans, elves, dwarves, etc., and no one is forcing you to make your nation generic fantasy, but it could be generic fantasy if you wished. Very free form, with some of my insanity mixed in. Basically, I’m going to try and work your nation into the storyline (which is not finished yet, no, I’m waiting to post the second part so I can work you all in), so keep it reasonably within line. If you have any doubts at all, ask me, your friendly moderator. :)

One other, minor, thing, before I begin the rules. My ego is hurt severely if I think people are ignoring me. So if you do play, and do want this to continue, write stories frequently.


Without further ado, the Rules:

Rules

Stories

Stories are the best thing to do with your spare time. Not only do they show off the greater creativity of humanity and so on and so forth, but they are highly enjoyable for the mod to read, make me feel important, make the updates that much better, etc. I HIGHLY encourage you to write stories, especially since they attach you to your nation much better than anything else.

Sadly, of course, stories alone do not sustain the rabid fratricidal simians, so we have stats.

The stats.

The stats you need to worry yourself with are:

Religion
Government
Economy (This is different from Usual)
Military (This is different from Usual)
Agriculture (This is completely new)
Industry (This is completely new)
Infrastructure (This is more influential than Usual)
Education (Usual deal...)
Confidence (This is more influential than Usual)
Culture (This is more influential than Usual)

Now, onto explanations:

Spoiler rules :
Religion
The usual deal. You can adopt an existing one, or make your own. Can be based on historical models or entirely fictional.

Government
Usual deal. Invent your own or adopt an existing one, just make sure it’s in time with the period. A radical government change can lead to significant stability problems.

Economy

I HOPE this is the final revision of this I have to go through.

Income is what you earn. You earn it from several areas, most notably, agriculture, industry, and trade. And perhaps, looting a city. But that’s beside the point. Income is also what you spend, and you spend it on near everything.

There are no expenses, unless you borrow some money. You can borrow as much per turn as one half your total income (rounded down). No more. This accumulates in a debt, and a debt makes your income go down by 10% of the debt (rounded up). This is only for emergencies. Or crazy people.

Trade is present all the time. However, you can set up 3 official priority trade routes that, depending on how lucrative they are, may gain you a lot of money.

Agriculture

Agriculture is what you farm. It is in levels.

Levels: Scorched Earth, Barren, Poor, Average, Decent, Fertile, Cornucopia, Breadbasket

Industry

Industry is the sum of all your factories, little workshops, smithies, etc. Basically the non food production of your nation.

Levels: Barbaric, Pathetic, Small, Average, Decent, Good, Large, Powerhouse

Infrastructure

This is a very powerful stat in it’s latest form. It will influence how fast armies move (yours and the enemy’s inside your territory), how well you can deploy, how well you can develop your nation’s backwaters, and how well you trade. Don’t ignore it. It is also in levels:

Levels: Single Track Dirt Roads, Underdeveloped, Little, Average, Decent, Good, Developed, Autobahn

All of the above heavily influence the military, as you will see below. Note that the above can be quite variable, especially in wartime...


Military

Revamped. You might want to pay some attention.

You raise troops by spending some income on it. However, how much they raise depends on a few other things.

Raising a great army
When raising the infantry or cavalry, the income you spend and your Agriculture determine how much is raised. When you raise armor, artillery, or air force, it is the income you spend and Industry.

For the navy, it’s the income you spend and Industry.

Naturally, the more of each required stat you have, the more you will gain per each income point spent.

Optimal support

This says how much of an overall military force you can support. It is determined by income, agriculture, and industry. You can go over the limit, but it’s not recommended, as you will start to have hungry troops.

Unique Units

Create as many as you want. But mind you that they are more expensive than the run of the mill unit, and they have weaknesses, as well. PM me their characteristics whenever you create one.

Education:

For lack of a better, coherent system, I suppose this shall be the usual deal as well. ;) Comes in levels, the more you have, the better your technology will develop.

Levels: Barbaric, Illiterate, Barely Literate, Literate, Decent, Good, Excellent, Enlightened

Confidence:

This is very important. It determines to what degree people are willing to die for you. Literally. People will work, fight, run, move, charge, love, kill harder for you the more of this you have. The less you have, the more likely people will desert, abandon, and kill you, and will probably lead to some uprisings while they’re at it.

Levels: Lynching, Beating, Annoyed, Average, Decent, Liking, Loving, Overtly Courting

Culture:

Culture refers to how powerful, influential, and resilient your culture is. The higher this is, the more people will want to join your nation, the less resistance movements will start in occupied territory, and the longer your culture will survive and thrive under foreign domination.

The lower, of course, the more likely you are going to be absorbed by other cultures, the more you will have trouble with partisans, and the less likely will your culture survive if conquered.

Levels: Barbarian, Brutish, Backwater, Average, Decent, Promising, Strong, Dominating.

Projects:

This is the local equivalent of wonders. Built it, and they will come.

That is to say, if you start a wonder, you can have it do any number of effects. It can raise your income, military, culture, support, education, etc. You build it by investing income points every turn until completion. I determine how many it takes.

Example:

The Stupefying Sand Dune of the Sahara (+50 divisions, +5 education, +1 age) (4/13)


Now, before we get to the template, please pay attention to the racial distribution of the peoples before you post a nation, and the climates, posted below. Basically, I’m going to try and work your nation into the storyline (which is not finished yet, no, I’m waiting to post the second part so I can work you all in), so keep it reasonably within line. If you have any doubts at all, ask me, your friendly moderator. :)

What I want in your starting post is basically what your nation is about, what's it's like, the races, the area you'd prefer to start in, perhaps your color. No history, though, you can work that out after I post the second part of the history.

Fresh start template:

Nation Name [replace this]
Player/Ruler: ?/?
Age: Iron Age
Religion: Polytheism [default]
Government: Despotism [default]
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys [if by water]
Optimal Support: 3/4
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far


Mod template:

Nation Name [replace]
Player/Ruler: ?/?
Age: ?
Religion: ?
Government: ?
Income: ?
Army: ?
Navy: ?
Optimal Support: ?
Units available: ?
Agriculture: ?
Industry: ?
Infrastructure: ?
Education: ?
Confidence: ?
Culture: ?
Projects: ?
 
Here be Player Nations

Aisetra, The Duchy of
Player/Ruler: Reno / Holy Emperor Miralupa & The Council of Monks
Age: Iron Age
Religion: Ruler Worship *
Government: Divine Monarchy
Income: 2
Army: 1000 swordsmen, 500 elven archers
Navy: 10 fire galleys
Optimal Support: 4/4
Units available: swordsmen, elven archers, pikemen, lancers, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Annoyed
Culture: Brutish
Projects: None so far

Akklan
Player/Ruler: Conehead/King Luxus
Age: Iron Age
Religion: Akklan Polytheism
Government: Monarchy
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys
Optimal Support: 3/4
Units available: swordsmen, archers, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far

Avernum
Player/Ruler: King Baziron I/Xen
Age: Iron Age
Religion: Polytheism
Government: Monarchy
Income: 2
Army: 1,000 swordsmen, 500 archers
Navy: 10 fire galleys
Optimal Support: 4/4
Units available: swordsmen, archers, fire galleys, pikemen
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Backwater
Projects: None so far

Demonic Army
Player/Ruler: Great Khan General Taekeda/Contempt
Age: Iron Age
Religion: 9th Level Demon Worship
Government: Military Dictatorship
Income: 2
Army: 1,000 steppe cavalry
Navy:
Optimal Support: 4/4
Units available: steppe cavalry
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Annoyed
Culture: Brutish
Projects: None so far

Dol Aetteriel
Player/Ruler: das/ard ri Shirael Ettengrem Itil
Age: Iron Age
Religion: Thaelism [1]
Government: Magocratic Monarchy [2]
Income: 2
Army: 500 swordsmen, 1,000 elven archers
Navy: 10 fire galleys
Optimal Support: 4/4
Units available: elven archers, swordsmen, pikemen, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Backwater
Projects: None so far

Kua'dar, Kingdom of the
Player/Ruler: Varg the Destroyer/Communisto
Age: Iron Age
Religion: Tribal mysticism (blood gods and such)
Government: Who ever's biggest rules despotically
Income: 2
Army: 1,000 swordsmen, 500 archers, 1,000 orcs
Navy: None
Optimal Support: 4/4
Units available: swordsmen, archers, orcs
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Annoyed
Culture: Brutish
Projects: None so far

La'ad
Player/Ruler: erez87/King Leh-Olam
Age: Iron Age
Religion: Polytheism
Government: City States Republic
Income: 3
Army: 500 swordsmen, 500 archers
Navy: None
Optimal Support: 2/6
Units available: swordsmen, archers, pikemen
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far

Lodis, the Order of
Player/Ruler: Bakarebia V/Azale
Age: Iron Age
Religion: Filarrhism
Government: Military Order
Income: 2
Army: 1,000 swordsmen, 500 archers
Navy: 10 fire galleys
Optimal Support: 4/4
Units available: swordsmen, archers, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Annoyed
Culture: Brutish
Projects: None so far

Muros
Player/Ruler: ZanyPlebeian/King Rand
Age: Iron Age
Religion: Pantheism
Government: "Progressive" monarchy
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys
Optimal Support: 3/8
Units available:
Agriculture: Barren
Industry: Pathetic
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Backwater
Projects: None so far

Nahor
Player/Ruler: alex994/ King Theo
Age: Iron Age
Religion: Polytheism
Government: Despotism
Income: 2
Army: 500 swordsmen, 500 lancers
Navy: 10 fire galleys
Optimal Support: 4/4
Units available: swordsmen, lancers, pikemen, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Annoyed
Culture: Brutish
Projects: None so far

New Thiranoa
Player/Ruler: The Council of Kelvar/Capulet
Age: Iron Age
Religion: Polytheism
Government: Despotism
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 20 fire galleys
Optimal Support: 4/4
Units available: Swordsmen, archers, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Backwater
Projects: None so far

Nippon
Player/Ruler: Elderad of Ulthwe/Kal'thzar
Age: Iron Age
Religion: Corellon Larethian (creater of the elves)
Government: Magocracy
Income: 2
Army: 500 swordsmen, 500 elven archers
Navy: 10 fire galleys
Optimal Support: 3/4
Units available: swordsmen, elven archers, pikemen, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Backwater
Projects: None so far

Nurmaferian Empire (or just Nurmafer)
Player/Ruler: andis-1/Emperor Deworfanius
Age: Iron Age
Religion: Wordhip of Venus
Government: Emperor & Council of the Wise
Income: 2
Army: 1,000 swordsmen, 500 archers, 500 lancers
Navy: 10 fire galleys
Optimal Support: 6/8
Units available: swordsmen, archers, pikemen, lancers, fire galleys
Agriculture: Barren
Industry: Pathetic
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Backwater
Projects: None so far

Qajar-Khitai (Empire of Qajar) (Kuahar Khitai) (Khitani)
Player/Ruler: Padishah Anushirvain Khan
Age: Iron Age
Religion: Shavir Siddhanta (Shaivism) (pronounced: Shy-vism) (sun worship)
Government: Celestial Monarchy
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys
Optimal Support: 3/4
Units available: swordsmen, archers, pikemen, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Annoyed
Culture: Brutish
Projects: None so far

Scourge
Player/Ruler: Cleric/Seth Dethos
Age: Iron Age
Religion: Cult of the Damned
Government: Despotism
Income: 2
Army: 2,000 undead
Navy: none
Optimal Support: 2/4
Units available: Undead
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Annoyed
Culture: Brutish
Projects: None so far

Sirellen, Kingdom of
Player/Ruler: King Randros, Queen-Regent Ameilá/Cuivienen
Age: Iron Age
Religion: Polytheism
Government: Despotism
Income: 2
Army: 500 Swordsmen, 500 Archers
Navy: 10 Fire Galleys
Optimal Support: 3/4
Units Available: swordsmen, elven archers, archers, pikemen, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects:

Talos
Player/Ruler: Emu / Balpheron
Age: Iron Age
Religion: Rulerworship
Government: Despotism
Income: 2
Army: 1,500 swordsmen, 500 archers
Navy: None
Optimal Support: 4/4
Units available: swordsmen, archers, pikemen, fire galleys
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Annoyed
Culture: Brutish
Projects: None so far

Valua
Player/Ruler: Global Nexus/Enrique Valdez
Age: Iron Age
Religion: Irisism
Government: Monarchy
Income: 3
Army: 500 swordsmen, 500 archers
Navy: 20 fire galleys
Optimal Support: 4/6
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Backwater
Projects: None so far
 
NPC Nations

Deneheirn
Player/Ruler: Terrin Vitell/NPC
Age: Iron Age
Religion: Polytheism
Government: Fuedal Monarchy
Income: 4
Army: 10,000 swordsmen, 4,000 pikemen, 1,000 Lancers, 3,000 archers
Navy: 20 fire galleys
Optimal Support: 19/24
Units available: Swordsmen, Pikemen, Lancers, Archers
Agriculture: Barren
Industry: Small
Infrastructure: Decent
Education: Illiterate
Confidence: Annoyed
Culture: Promising
Projects: ?

Drifted Keep, The
Player/Ruler: Culden Vitell/NPC
Age: Iron Age
Religion: Polytheism
Government: Fuedal (vassal of Deneheirn)
Income: 2
Army: 3,000 swordsmen, 500 Lancers
Navy: None
Optimal Support: 4/4
Units available: Swordsmen, Lancers, Archers, Pikemen
Agriculture: Scorched Earth
Industry: Pathetic
Infrastructure: Decent
Education: Illiterate
Confidence: Annoyed
Culture: Backwater
Projects: ?

Freikeep
Player/Ruler: Jan "The Lightning Lord"/NPC
Age: Iron Age
Religion: Various Polytheisms
Government: Loosely amalgated Republic
Income: 3
Army: 4,000 pikemen, 3,000 swordsmen, 3,000 archers
Navy: None
Optimal Support: 10/12
Units available: Pikemen, Swordsmen, Barbarian Mercenaries, Archers
Agriculture: Barren
Industry: Pathetic
Infrastructure: Underdeveloped
Education: Illiterate
Confidence: Decent
Culture: Decent
Projects: ?

Icesheer
Player/Ruler: ?/NPC
Age: Iron Age
Religion: Polytheism
Government: Clans
Income: 2
Army: 2,000 Swordsmen, 2,000 Archers
Navy: None
Optimal Support: 4/4
Units available: Swordsmen, Pikemen, Archers
Agriculture: Scorched Earth
Industry: Pathetic
Infrastructure: Good
Education: Illiterate
Confidence: Annoyed
Culture: Promising
Projects: ?

Oblast
Player/Ruler: ?/NPC
Age: Iron Age
Religion: Elvish Polytheism
Government: Republic based in Clans
Income: 3
Army: 3,000 swordsmen, 2,000 pikemen, 2,000 elvish archers
Navy: None
Optimal Support: 7/9
Units available: Swordsmen, Pikemen, Elvish Archers
Agriculture: Scorched Earth
Industry: Small
Infrastructure: Underdeveloped
Education: Illiterate
Confidence: Annoyed
Culture: Brutish
Projects: ?

**NOT DONE**

Nation Name [replace]
Player/Ruler: ?/?
Age: ?
Religion: ?
Government: ?
Income: ?
Army: ?
Navy: ?
Optimal Support: ?
Units available: ?
Agriculture: ?
Industry: ?
Infrastructure: ?
Education: ?
Confidence: ?
Culture: ?
Projects: ?
 
Deleted for much the same reasons as the rest of this content was deleted. Many apologies. :(
 
Deleted so as not to provide a glimpse into the future. Prophecy is dangerous.
 
It late, so I wont indulge in a story, particuraley since I should wate for particuler events in the history of the Aurian, and Martellian empires thusslly, everyone has seen where I would liek to start (and my preffered color to boot)

Nation Name Avernum
Player/Ruler: King Baziron I/Xen
Age: Iron Age
Religion: Polytheism [default]
Government: Monarchy
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys [if by water]
Optimal Support: 3/4
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far
 
oh, BTW, Xen and everyone else, in case you didn't notice, I finished another HUGE chunk of history which has some very important elements in it. It would be best to at least skim these before starting the NES.

Edit: Another thing, you CAN start in the gargantuan gray blob marked lands of the old empires. That's mostly human and some elvish territory.

and I can't believe it, I forgot the map! Oh well, here ya go:
 
New Thiranoa
Player/Ruler: The Council of Kelvar/Capulet
Age: Iron Age
Religion: Polytheism [default]
Government: Despotism [default]
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys [if by water]
Optimal Support: 3/4
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far

Story:


"Oh Thiranoa, how we weep for you..." - Book of the Lhun

600 DE (Destruction of Eol), Year of the Great Siege and the Last Exodus

Log of Wain (The Book of Lhun), Soldier of Valac

First entry, approximately three days before the Great Siege

I have been ordered to prepare for the exodus of the Thrianoan people in after the fall of Thiranoa. I have been given a list of one hundred families, families of great importance. These families are Thiranoa's greatest scholars, scientists, masons, builders, artisans, philosophers, and politicians. We have been chosen to do the unthinkable; to leave behind an entire civilization. To leave behind our friends and family. But we must also leave behind our past...

Day 1 of the Siege


The entire week I have heard that, 'this day will be the day that the cultists will besiege Thiranoa.' Well, the entire week has passed. But today is that day. We received reports from scouts that an army of five hundred thousand has been spotted near Lucia marching towards Thiranoa. I stood on the walls surrounding our great city and I myself heard the footsteps of the cultists. "Boom. Boom. Boom." Their thumping was heard from far away and it was unmistakable. They were coming.

Day 5 of the Siege

I look into the distance and see the sky rain fire, as if if the Cult has utilized the weapons of their god. Has Anach forsaken his believers? The people of the Sun chant verses that have caused fear in the city. Are they prayers or curses? We cannot tell. But their siege continues. Their shouts continue, but this time in our own language. "We are here, we are here, we are here."

Day 8 of the Siege


They are in the streets, they have besieged the Wall of Gorgor, they are beginning to be everywhere. The one hundred families have arrived at the docks. We will sail to the north, where only Anach can save us. The people of the Sun's chants continue. They have not stopped, they will not stop.

Day 9 of the Siege


Thiranoa has fallen. As I write this down, smoke arises from the the Great Dome of the Temple of Anach. Thunder shook our boats. The priests shouted, "In the north prepare the way for the Lord; make straight in the wilderness a highway for our God." We have paid for our sins, oh Anach! Now guide us to a new world in safety. And thus, we cross the Great Sea...

Day 1, seventy-eight days after the Last Exodus

We looked at the shores of our new, virgin land. We let the sand fall through our fingers. We looked at the sky. Oh Thiranoa, we weep for you. The Master Priest gathered all of us and told us that one day, our people would return to Thiranoa in glory. One day, Anach would lead his people back to our city of peace. For all who mourn for Thiran
Commentary
The Book of Lhun, also known as the Log of Wain, provides a first hand account of the Great Siege. Only a few entries of the diary have survived. It describes how the Cult of the Sun maoa will merit to see its great joy.
rched towards Thiranoa and how the sheer number of their army made large enough sound that it was heard throughout Thiranoa, despite it being a city of noise itself. It also gives us insight as to how many families left Thiranoa for New Thiranoa. One hundred families left their homes, friends, and their past to create a new bastion of Anach's glory. Wain's sighting of the Great Dome being aflame further convinces us that the Temple may have been destroyed by the cultists. May Anach give us our revenge.
 
Color:Green
Location:the upper left corner

Scourge
Player/Ruler: Cleric/Seth Dethos
Age: Iron Age
Religion: Cult of the Damned
Government: Despotism [default]
Income: 2
Army: 500 swordsmen, 500 archers
Navy: none
Optimal Support: 3/4
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far

Background:
Noone knows how the Scourge came to be for sure,there are only stories and tales.But the most likely story is this one:Once a upon a time there was a young mage called Seth Dethos.He just recently got the rank of archmage in the Order,he was known as a powerful mage but an inexperienced and perhaps a bit naive one by the other archmages.It seemed like all was going well in his life,he just got a promotion and had a beautiful wife and two children,that is he had them until one fateful day.As he got home back from work,he found his wife raped & killed and his children also killed by a bunch of drunk bandits.His blood boiled with rage and need of vengeance.He used his most powerful and cruel magicks to completely and utterly destroy those that have killed his loved ones.After that great saddnes filled his heart,until he remembered of a spell that might bring the ones he cared for the most back to life.He spoke to the Council and asked them to give him access to the scrolls of the spell,but the Council said no saying the spell was too dangerous to use,even though it was a spell of the Light.Without the spell he couldnt revive them and soon the souls of his wife and children left their bodies and all hope was now gone.He despised the Order and left it.He wandered aimlessly thinking what to do,so he started to study the dark arts perhaps because he was sick and tired of life.Soon enough Seth found a scroll saying "He who unites the three,shall unleash Ner'Zhul the Lich King.",the scroll was talking about the blade of the Lich King which was shattered into three pieces and spread across the world.The scroll gave vague description and hints where to find the pieces but he was determined to do so.Not much is known about these journeys but a year or two later he found all the pieces and fused back the blade together with magic.With the blade his power grew tenfold and with that power he killed the Archmages of the Order that denied him the spell.He became corrupted by the blade and wanted even more power,so he embarked on the journey to the Night Peaks to release the Lich King.In a cavern atop a mountain,he found the soul of Ner'Zhul trapped in solid ice and a slot in which the blade is supposed to go.He inserted the blade and thus the Lich King was free of his prison.Ner'Zhul has taken Seth as his host and they became one.Seth gained great telepathic powers(not to mention the necromantic powers and those of the element of ice)and he called out to all undead and evil creatures to serve the Lich King.So the Scourge was formed.He knew that a large army of warriors would not be enough,so he founded the Cult of the Damned which promised equality and eternal life in exchange for service and obedience to the Lich King.It found many followers among the poor villagers of all kingdoms.With an ever increasing army and workforce the Scourge was ready to prepare these lands for the coming of the Legion of DOOM!
 
Nation Name: Nippon
Player/Ruler: Elderad of Ulthwe/Kal'thzar
Age: Iron Age
Religion: Corellon Larethian (creater of the elves)
Government: Magocracy
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys
Optimal Support: 3/4
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far


I want to occupy this area (or whatever you deem fit but this area)

This Nation is primarliy Elven, but it has a smattering of humans and dwarves in it.

The Mages lead the country with their counsel. Magic is seen as a great ability, and is often worshipped by the more commen folk. Nippon is a very militaristic race, (Fire Magic?), has some ties with the Isle of Sol. The Island has been united and it is looking to expand over the rest of the archepeligo and make a start on the contienant. Noble race, civilised look down upon what they deem as useless non-elves. Thus non-elvish have to prove themselves to be useful.
 
I tried to read the story :). Honestly.... I will join when I understand the background....
 
Sorry Kal'thzar I already reserved that color :p
 
The Demonic Order of Lodis
Player/Ruler: Bakarebia V/Azale
Age: Iron Age
Religion: Filarrhism (you can shape this if you want NK, otherwise I will)
Government: Military Order
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys
Optimal Support: 3/4
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far

Essentially a Teutonic-esque Demonic nation that is DARK RED, and located in the area shown on the map (of course, open to adjustments by NK). Im going to wait on the background for now, pending the new chapters.

 
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