LINES-World of Magic

Lord_Iggy

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LINES- World of Magic
Hi, and welcome to my first NES. It’s an althistory of sorts, although for almost all practical purposes it’s a fresh start. It is different from the real world in one major way. The world is filled with magic. Humans wield great powers, mythical creatures roam the lands, and you will lead a nation to greatness. Here’s how it all started…



The Warlord of Zagraz stood celebrating in the bridge of his command ship. The enemy Calonian fleet was scattering, retreating from the outer provinces back to the core.

“Sir!” shouted an underling, “The sub-admirals request permission to pursue the retreating Calonians.”

The warlord stood in thought for a few moments. His fleet was slightly damaged from the battle, and normally he would spend time to repair it. But the Calonian’s weakness would not be likely to last long. To act now in a brief window of opportunity, or to be cautious and attack a strengthened enemy?

***POINT OF DIVERGENCE***

“Establish connection with the Sub-Admirals.” grunted the Warlord. Several holograms rose up from the floor, each showing one of the Sub-Admirals.

“Pursue the Calonians. We’ll never get a chance like this again.”

“Yes sir.”

The Warlord of Zagraz calmly adjusted his spiked battle armour as the massive Zagrazi fleet began accelerating to lightspeed. Which is where we leave this great war to follow a single proton, blasted out of a ship as it engaged its anti-matter drive.

The proton blasted through space at half of lightspeed for hundreds of thousands of years, before colliding with a soccer ball-sized mass of microscopic particles. The proton bounces off harmlessly, but pushes the mass of particles off its original course by an infinitesimally small degree. The particles glide through space for another few million years before it falls into the gravity well of a small planet halfway down one of the spiral arms of the galaxy.

This planet has recently experienced a mass extinction, which wiped out the vast majority of life on the planet, particularly a group of massive reptilians. Creatures descended from an unassuming warm-blooded herbivore have spread all over the world. And one of them has recently become self-aware, and has begun developing civilization. It was then when the mass of particles hit. They blasted through the atmosphere, and crashed into the side of a mountain somewhere in the largest landmass. Winds helped to spread it, but the particles were attracted to sentient life. They clustered around the primitive creatures, called humans, and were carried by their oblivious hosts all over the world. The humans, though unaware of the existence of the particles, eventually discovered that they could manipulate things. Minds could be changed, lives extended, and creatures changed into incredible creatures that had earlier existed only in myth.

The first people to master a form of magic were the people of Ur. They practiced weather magic, irrigating their fields further beyond the high-water mark of the rivers. They were the first people to create dragons, which they used to great effect in their campaigns against nearby peoples. After hundreds of years, the Empire of Ur stretched from western India to northern Italy. But they would not be alone as a dominant magical power for long.

Far to the east, in China, farmers in China had begun developing a civilization. Their first magic-wielders continued the ancestor worship practiced by the people for some time by learning how to bring back the dead, and heal the mortally wounded living. This would have been an excellent tool for the conquest of nearby primitive kingdoms, but the Chinese didn’t believe in using their skill for conquest, in reverence for the dead.

And in the furthest western points of the known world, a people in Iberia began practicing Geomancy, earth-magic. Constantly forced west by barbarians, who were in turn pushed west by Ur. When it seemed that the people could hold out no longer, the desperate mages who ruled them joined their powers together and raised a massive citadel of an island out of the depths of the sea. Christening it ‘Atlantis’, the people were safe in their island fortress. They developed scientifically, culturally, and militarily. The Atlanteans became masters of their form of magic, turning dead stone into mighty golems to fight for them.

After two centuries of isolation, the Atlanteans returned, bent on retaking their former lands. Their huge armies swept over Iberia and northwestern Africa. Rapidly establishing itself, Atlantis then claimed Gaul, the English Isles, central Europe, and the Baltic. Of course, this expansion could only bring it towards conflict-with the mighty Empire of Ur.

Ur had ceased to expand several centuries before the rise of Atlantis. Some would call it ‘decadent’, others would call it ‘peaceful’. The truth was that the majority of the people had grown too enamoured of their magnificent cities to leave. However, they still kept a massive army of infantry, cavalry, mages, and Dragon Riders ready to mobilize at a moment’s notice.

As Atlantis’ borders expanded to meet those of Ur, it became almost certain that violent conflict would ensue. The two types of magic reacted violently with each other, preventing the magic-wielders from spreading knowledge. The two powers aggressively ignored each other, refusing to admit that they had met their matches. The borders were fortified, and armies readied. Small groups of primitives near the borders fled in terror from the approaching storm. All that remained was one event to trigger the war. It was to happen in Ur’s city of Rome.

During an annual celebration, all of the people of the city were engaged in a majestic show of their powers over the weather. The skies would burst, filled with blinding lightning. Rainbows would then flood out the sky, followed by cleansing winds. All sorts of incredible weather would exist on that day of that incredible show of power (it was also very useful for convincing barbarians to join the Empire).

It was a terrible accident that caused an Atlantean scouting force to arrive near the city. The winds generated by the celebration had thrown the Atlantean galley off course, causing it to land outside Rome. Upon stepping upon the shore, the Geomantic energies of Atlantis’ mages reacted with the weather control of Ur. The great infernal storm that struck the city killed thousands of locals, and obliterated the Atlantean force.

Ur was the first to respond. It launched its massive army upon Atlantios-owned southern Italy. The fortresses were obliterated by enemy lightning storms and hurricane-force gales. Meanwhile, another army of Ur met a primary Atlantean force in the Alps. While outnumbered, the Atlanteans managed to get away by blocking the pass between the two armies with a massive rockslide.

Many more battles raged through central Europe, while the Atlanteans sent a secret army through northern Africa to take out Ur’s territory of Egypt. Ur detected the army early, and the two forces met in the middle of the Libyan desert. The battle was bloodier than anything that the earth had ever seen before. The armies were so evenly matched that the only survivors of the battle of over a million soldiers were two of Ur’s dragon riders, who proceeded to wreak havoc on Atlantis’ territory in western Africa.

The two mighty powers clashed with each other for centuries, training new soldiers as fast as they fell upon the battlefield. But slowly, each enemy weakened. At last, they signed a peace. But Italy, the Alps, and parts of the Mediterranean coast were so horribly damaged that no one would live there for generations.

At first, the borders were the same as they had been before the war. But Ur fell into a decline. It had lost too many men and wizards to maintain its massive irrigation projects in normally infertile lands. Ur eventually pulled out of these lands as well, as they reverted to desert. People fled to the capital, swelling it to a tremendous population. Ur struggled to accommodate. Its great buildings became crowded apartments, and clean streets became congested. By the time this NES starts, it has shrunk to contain little more than Mesopotamia.

Atlantis, at first, appeared to have come off much better from the war. It repaired its lands, which had suffered far less than Ur’s. But some people grew tired of the monarchy. They believed that an advanced country such as Atlantis should be represented by the people, rather than the all-powerful high prophet. A civil war broke out, almost as damaging as the terrible war with Ur. Atlantis and its colonies were badly damaged. The republicans eventually made a compromise, and left Atlantis forever. They claimed western Africa and various Atlantic islands as their own, and called their nation ‘New Atlantis’. At the same time, the current general of Atlantis, Karrak, demanded that Ur should be ended once and for all. But the immortal high prophet, ruler of Atlantis, refused to bring back the bloodshed. So the general took away his supporters, almost half of the Atlantean army. He claimed the coasts of Gaul and Iberia as his own. Karrak’s nation became known as Atlantica.

This brings the story of the world of magic to the present. Atlantis proper has become very isolationist, while New Atlantis and Atlantica push their agendas upon the new nations forming in the lands once occupied by the two superpowers (Representation and Militarism, respectively). In the far east, unchanging China continues on as it always has, despite the recent development of new states near it. The lands have healed, and new peoples are ready to make their mark on the world.


(A bunch of this stuff is from Kamilian’s system, with a few little changes. Kamilian, mimicry is the sincerest form of flattery :D)

Nation Template:

Name:
Capital:
Ruler:
Government:
Population: 2000
Economy: Stable (3/0/4)
Education: Average
Technology: Bronze age
Loyalty: Tolerating
Army: 100 infantry
Navy: 10 galleys
Magic: 10 magic users + your magic type
UU:
Projects:
Description:

Economy (Almost like Kamilian’s System)
From lowest to highest:
Depression (1/0/3)
Recession (1/0/2)
Failing (2/0/3)
Stable (3/0/4)
Growing (4/0/5)
Prosperous (5/0/6)
Wealthy (6/0/7)
Outstanding (7/0/0)

1st number is # of economy points you can spend per turn.
2nd number will represent # of points put in to increasing economy, in this case, empty.
3rd number is number of turns you must increase economy in a row to reach the next level. You can only put 1 economy point into increasing the economy per turn.

Education
How smart your people are. Can be increased by paying the number beside the education level, at one economy point per turn.
Idiotic +1
Ignorant +2
Below Average +3
Average +4
Above Average +5
Clever +6
Wise +7
Enlightened +8

Loyalty
How faithful and patriotic your people are towards you and the nation. You can increase this stat with economy points, but it will fluctuate with your nation’s success. Levels: Hateful, Resentful, Tolerating, Respecting, Admiring, Loving, Worshipping

Projects
Like in most other NESes. Explain what it does, and I’ll judge how long it’ll take. You can only put in 1 economy point towards its construction every turn.

Stories
Liven up the NES! I’ll give rewards to those who write good stories.

UU
Your nation can have ONE type of mythical unit. Make something up and describe it to me. You can train 10 UU for an economy point.

Military
In the bronze age, you can train 100 infantry, archers, or cavalry for 1 eco. point each. Upgrading to the next age costs one economy level. Infantry are equally powerful on offense and defense, but slow. Archers are simply ranged support foot units. Cavalry are strong on offense, weak on defense, and fast, though they are inefficient on uneven terrain. Your army can consist of a maximum of 10% of your population in a representative government, and 25% of your population in a monarchy. The only limit in a militaristic government is your population. But you get loyalty problems in less representative governments. If you go over your unit limit you have to pay support of 1 economy point per turn.

Navy
In the bronze age, you can train 10 galleys for 1 eco point. Upgrading into the next age costs 1 economy level.

Magic
You can train 10 magic- users for 1 economy point. You need at least 10 of them to invoke magic in one area. While powerful attackers, they are slaughtered without an escort.

Types of Magic
Nature magic- Combat bonus in enemy land, because healing powers keep soldiers alive. You can grow rich forests and farms, providing some extra food and small defense.
Necromancy- Soldiers are less likely to die. If they do, you may be able to raise them back to life.
Pyromancy- Offensive combat bonus. You can destroy enemy territory by scorching it.
Geomancy- (Earth magic) Defensive combat bonus, and you can raise islands from the depths of the sea (or sink them)
Weather magic- Enemies moving through your territory are slowed, because of bad weather caused by you. Your own lands can support more population.
Blood worship- The bloodlust of your warriors strikes terror into your enemies, greatly increasing offensive combat strength.
Aquamancy- Ships are much faster and perform better in combat. Cities near water can surround themselves in water for defense.
Time/Space manipulation- Troops can teleport through space or into the future. But no returning from the future to the past! I don't want you to summon a nuke from the future when you're in the bronze age. :D

Notes on Magic:
-Magicians on opposite sides can cancel each other’s power out, so the force with more magic-wielders gets to use its spells.
-If I find a certain branch of magic becoming overpowered, I will weaken it slightly.
-Rulers can be granted immortality (solving the problem of a ruler dying every turn)
-You can ask for your magic-wielders to do many sorts of spells not listed by me, as long as it fits with the magic type. I.e.- A geomancer can cut off a pass with a rockslide, or an aquamancer can flood a city (with great effort)
-More to be added later.


Note to new players: Don't be too shy to join this NES. We'll help you get a grip on the rules. Hey, I was a complete NESing noob just a few months ago, and all I had to do was ask to join one.

If you have any suggestions, tell me.
 
Player Controlled Nations

Antarctica
Capital: South Pole
Ruler: The Fusion of Souls (The Ice Mages all merge when they need intense power or a collective intellect to make important decisions)/Camille
Government: Anarchic Society
Population: 430 000
Economy: Prosperous (5/5/6, 2 banked)
Trade Centers: 0
Education: Above Average (4/5)
Technology: Bronze Age
Loyalty: Tolerating
Army: 5 thousand Infantry, 3 thousand Archers, 2 thousand Cavalry
Navy: 80 Galleys
Magic: 160 Ice Mages, Aquamancy
UU: 40 Clerics of the Ice
Projects: Ice Palace- +3 loyalty, +10 aquamancers, Antarctic Advancement- +1 education level, +2000 population

Avalon
Capital: Avalon
Ruler: Lady Morgan/TerrisH
Government: Imortal monarchy.
Population: 170 000
Economy: Prosperous (2/1/3, 0 banked)
Trade Centers: 3
Education: Wise (0/7)
Technology: Iron age
Loyalty: Worshipping
Army:
Navy:
Magic: 100 Nurturers, Nature magic
UU: 100 Treeships
Projects: Tower of Immortality, +3 loyalty levels, +20 Nurturers. Tree of Order- Can spend 2 eco. points on projects per turn, +1 education level, Tree of Fire

Elgovia
Capital: Dashiv
Ruler: The Chaos Throne/Erik Mesoy
Government: Monarchy (rotating)
Population: 1 950 000
Economy: Outstanding (7/0/0, 0 banked)
Trade Centers: 4
Education: Wise (0/6)
Technology: Iron age
Loyalty: Beyond Worshipping
Army: 28 thousand infantry, 18 thousand archers
Navy: 90 galleys
Magic: 120 High Chaosiers
UU: 40 Awakened Ripples
Projects: Logrus Vat- +10 mages to army, +2 mages a turn, 4 bankable spending points. Infinity stairwell- +3 mages per turn, Bringer of Wrath- Flying ship with the military equivalent of 20 galleys, Ka-Commoriom's Legacy, +2 Trade Centers, (3/6)

Gorin
Capital: Gorinith
Ruler: Merzan/Kentharu
Government: Monarchy
Population: 460 000
Economy: Prosperous (5/0/6, 2 banked)
Trade Centers: 1
Education: Clever (0/6)
Technology: Iron Age
Loyalty: Worshipping
Army: 6 thousand infantry, 4 thousand archers
Navy: 50 galleys
Magic: 71 war-wizards, Pyromancy
UU: 62 Lomba Riders- Dragonlike creatures of pure flame, ridden by Arch-Magi.
Projects: Patriot to Dreadmire- +1 loyalty, +2 magi per turn, Tree of Fire- Doubles Strength of UU, Orb of the Prophet- +2 education levels, (1/10)

Hawaii
Capital: Hilo
Ruler: The Elders/jalapeno_dude
Government: Council of Elders
Population: 1 610 000
Economy: Prosperous (6/3/7, 5 banked)
Trade Centers: 6
Education: Clever (2/6)
Technology: Iron age
Loyalty: Worshipping
Army: 12 thousand infantry, 3 thousand archers
Navy: 100 galleys
Magic: 110 Tamers of the Sea, Aquamancy
UU: 60 Serpent Riders- Sea Creatures ridden by a Tamer of the Sea
Projects: Colony Fleet- Gives Hawaii massive colonization ability, Merchant Fleet- 3 economy points banked, +20 galleys, can found 8 cities per turn, Great American Road System- Connects every Hawaiian American city with roads, +2 points invested in economy (2/6)

Hyperborean Suzerainty
Capital: Na-Uzuldaroum
Ruler: The Lord in Green/Disenfrancised
Government: Feudalism
Population: 1 880 000
Economy: Outstanding (7/0/0, 1 banked)
Trade Centers: 3
Education: Clever (5/6)
Technology: Iron age
Loyalty: Loving
Army: 8 thousand infantry
Navy: 115 galleys
Magic: 120 priests, Time and Space manipulation
UU: 78 Horrors
Projects: Firegates- 4000 person population boom, Great Port of Rhodes, Mediterranean Trade Routes cost 2 eco. points, 1 point each invested in economy and education, Concourse of the Unsetting Sun- +1 point into Economy, Education, and Loyalty, obsoletes the need to pay for warp portals, The Way, (3/5)

Illyria
Capital: Kera
Ruler: Seth Dethos/Cleric
Government: Magocratic Dictatorship
Population: 1 800 000
Economy: Wealthy (6/0/7, 0 banked)
Trade Centers: 2
Education: Clever (1/6)
Technology: Iron age
Loyalty: Tolerating
Army: 4 thousand infantry, 3 thousand archers, 0 thousand cavalry
Navy: 60 galleys
Magic: 100 Unholy Knights (Necromancy)
UU: 70 Possesed Warriors, 20 Ether Lords
Projects: Chaos Crystal, +5 Unholy Knights per turn, Soul Vortex, can convert 50 000 people into 1 bonus economy point, Book of the Dead- A big ol' dusty book with weird symbols and an unknown language...- Creates a second UU- Ether Lords

Immortal Kingdom
Capital: Karakorum (base of operations- people are fairly nomadic)
Ruler: Temujin the Immortal/Contempt
Government: Immortal Khanate
Population: 2 950 000
Economy: Outstanding (7/0/0)
Trade Centers: 3
Education: Clever (1/6)
Technology: Iron age
Loyalty: Respecting
Army: 10 thousand infantry, 9 thousand archers, 12 thousand cavalry
Navy: 180 galleys
Magic: 240 time mages, time and space manipulation
UU: 180 Ethereal Cavalry
Projects: Tower of Karakorum- +20 UU, +500 Cavalry, Jewel of Karakorum- Gives Contact with Everyone, Gates of the Empire- Puts Warp Portals in every city, (1/5)

Indus Empire
Capital: Mohenjo-Daro
Ruler: Firelord Deependra the Lightgiver/Warman17
Government: Council of Firelords
Population: 9 060 000
Economy: Prosperous (5/1/6, 0 banked)
Trade Centers: 2
Education: Average
Technology: Iron age
Loyalty: Tolerating
Army: 7 thousand infantry, 7 thousand archers, 10 thousand cavalry
Navy: 40 galleys
Magic: 130 Fire Lords, Pyromancy
UU: 70 Phoenixes
Projects: Magical Forge- Advances nation to the Iron age, Mountain Barrier, Magical Wall across the Himalayas, Heart of Phoenix- +5 Phoenixes per turn, makes Firelords 50% more powerful (1/7)

Khemri
Capital: Khemri
Ruler: The Lich King/Kal'Thzar
Technology: Iron age
Army: 1050 thousand Zombies
Navy: 30 galleys
Magic: 120 Liches, Necromancy
UU: 80 Vampires, Super strong Beings, with the ability to cast Magic.
Projects: Gateway of Souls- Double's capital's magical defenses, Glass Throne- Turns everyone in a huge radius to the undead.

Songhai
Capital: Timboktu
Leader: Republican Officials/ Silver Steak
Government: Republic
Pop: 1 060 000
Economy: Prosperous (6/1/7, 2 banked)
Trade Centers: 2
Education: Above Average (2/5)
Technology: Iron Age
Loyalty: Admiring
Army: 10 thousand infantry, 10 thousand archers
Navy: 100 galleys
Magic: 90 Magicians, Weather magic
UU: 130 Silverwings
Projects: Great Tower, +4 loyalty levels, Flying Fortress, capital can fly

Ur
Capital: Ur
Ruler: Immortal King Desh/ MjM
Government: Monarchy
Population: 940 000
Economy: Outstanding (7/0/0, 0 banked)
Trade Centers: 1
Education: Above Average (3/5)
Technology: Bronze age
Loyalty: Respecting
Army: 13 thousand infantry, 8 thousand archers, 5 thousand cavalry
Navy: 80 galleys
Magic: 80 wizards, Weather magic
UU: 100 Dragon Riders- Flying elite soldiers on dragons, tremendous offense
Projects:

Vol' Kiss
Capital: Vol
Ruler: The Council/Azash
Government: Magocratic Oligarchy
Population: 750 000
Economy: Prosperous (5/3/6, 2 banked)
Trade Centers: 1
Education: Above Average (2/5)
Technology: Bronze age
Loyalty: Respecting
Army: 14 thousand infantry, 8 thousand archers
Navy: 90 galleys
Magic: 140 Volcanists, Geomancy
UU: 60 Possessed Rangers
Projects: Geo Tirith, +2 Volcanists per turn, Zer'Vol, Fortress of the Papua Coast, Capitalism- 2 eco. per turn can be put into Economy and Projects (1/5)
 
NPC Nations

These nations are permanent NPCs. Humans cannot take control of them.

Atlantis
Capital: Atlantis
Ruler: Immortal High Prophet
Government: Monarchy
Population: 3 200 000
Economy: Outstanding (7/0/0)
Education: Enlightened
Technology: Imperial age
Loyalty: Worshipping
Army: 12 thousand infantry, 10 thousand archers, 15 thousand cavalry
Navy: 120 galleys
Magic: 120 GeoMages, Geomancy
UU: 120 Golems- massive stone warrior, good at offense and terrifies captured people into submission
Projects:
Description: Ancient kingdom, isolationist.
 
NPC Nations
A person joining the game or switching nations can claim one of these nations.

Bikk
Capital: Bikk
Ruler: Emperor Bikk
Government: Monarchy
Population: 830 000
Economy: Wealthy (6/3/7)
Trade Centers: 1
Education: Average
Technology: Bronze age
Loyalty: Tolerating
Army: 18 thousand penguins
Navy: 160 iceships
Magic: 180 Priests, Weather Magic
UU: 150 Penguin Clerics- Like antarctica's UU, only more penguinish
Projects:
Description: Westernmost Penguin Kingdom, ruled by son of Ross.

Dur Veliz
Capital: Veliz Aka
Ruler: Veliz the Healer
Government: Republican Monarchy
Population: 190 000
Economy: Growing (4/1/5)
Trade Centers: 1
Education: Above Average (0/5)
Technology: Iron age
Loyalty: Respecting
Army: 11 thousand infantry
Navy: 70 galleys
Magic: 40 Aquamancers
UU:
Projects:
Description: Heir of Dur Khaz, protectorate of Hawaii.

Germanian Principality of Gorin and Avalon
Capital: Hightree
Ruler: Lord Mordred
Government: Monarchy
Population: 490 000
Economy: Stable (4/3/5)
Trade Centers: 1, 1 eco point tribute to Gorin per turn.
Education: Average
Technology: Iron age
Loyalty: Resenting
Army: 8 thousand infantry, 6 thousand archers
Navy: 60 galleys
Magic: None
UU:
Projects:
Description: Puppet State of Gorin and Avalon

Iroquois
Capital: Stadacona
Ruler: Chief Treefingers
Government: Tribalism
Population: 650 000
Economy: Wealthy (6/2/7)
Trade Centers: 1
Education: Average
Technology: Bronze age
Loyalty: Tolerating
Army: 18.5 thousand infantry, 8 thousand archers
Navy: 100 galleys
Magic: 100 shamans, Nature magic
UU: 90 Tidewalkers
Projects:
Description: Magic wielding natives, close allies of Hyperborea and Elgovia

Tiss
Capital: Tiss
Ruler: Emperor Tiss
Government: Monarchy
Population: 690 000
Economy: Wealthy (6/2/7)
Trade Centers: 1
Education: Clever (2/6)
Technology: Bronze age
Loyalty: Admiring
Army: 26 thousand penguins
Navy: 90 Ice blocks
Magic: 140 Priests, Weather Magic
UU:
Projects:
Description: Central Penguin Kingdom, ruled by son of Ross.

Vietnam
Capital: Hanoi
Ruler: Hancho Dynasty
Government: Monarchy
Population: 840 000
Economy: Wealthy (6/0/7)
Trade Centers: 2
Education: Above Average (0/5)
Technology: Iron age
Loyalty: Tolerating
Army: 14 thousand infantry, 15 thousand archers
Navy: 110 galleys
Magic: 110 communicators, necromancy
UU:
Projects: Great Wall- Protects them from attacks from the north.
Description: Exiles from China, now strict isolationists.
 
And the starting map:
WORLDOFM.jpg
 
hey hey im in!!! oh dear i changed my mind again
on that top part of britain and does this have to be kinda based on history? cause i would rather make a whole new nation
 
Same. I too would like to create a whole new nation
 
Name: Abyssinia
Capital: Aksum
Ruler: King Menelik/ Israelite9191
Government: Monarchy
Population: 2000
Economy: Stable (3/3/4
Education: Average
Technology: Bronze age
Loyalty:
Army: 100 infantry
Navy: 10 galleys
Magic: 10 priests, aviantry
UU: Rocks
Projects:
Description: Living in the highlands of Ethiopia, the Abyssinian kingdom of Aksum thrives. Untouched by the troubles of the Atlanto-Ur wars, They have expanded to control lands around Lake Tana, on the Blue Nile, and along the Red Sea. Living in the Ethiopian higlhlands, the Abyssinians have always lived in peace with the birds and the winds. Over time, they came to master the two and now practice a kind of magic known as aviantry. Communicating with the birds, the priests of Abyssinia now manipulate the winds like a potter manipulates clay, and summon huge flocks of hawks,eagles, ravens, crows and all birds to do battle and spy. They have also earned the trust, alliance, and friendship of the one bird who trusts none, the rock. Though they may not be as powerful as Ur and the Atlantian states, they are certain to stir things up in the near future.
********
Aviantry: A magical system based on communication with the birds and all of the secrets of nature they have bestowed upon the Abyssinians. Aviantry grants the use of birds for battle, espionage, message carrying, and everything else. The most important knowledge that the birds have bestowed is the nature of the wind. With this knowledge in hand, Abyssinia shall rule the skys carried on the backs of birds and by the winds themselves.

Rocks: Giant birds, there favorite snacks are baby elephants, usually stealing them one to a talon from the herds. They are smarter than all birds except for the Athenian Owl (a rare species of magic possessing owl that lives in Greece) and are the equals of humans. They act in the manner of other soldiers, aka in troops with generals. They can carry soldiers on their backs and crash down on unsespecting enemies with the force of a tidal wave. They live only in the highlands of Abyssinia but could surely thrive anywhere were there are mountains.
 
Name: Gorin
Capital: Gorinith
Ruler: Merzan
Government: Monarchy
Population: 2000
Economy: Stable (3/3/4
Education: Average
Technology: Bronze age
Loyalty:
Army: 100 infantry
Navy: 10 galleys
Magic: Flame Wizard
UU:
Projects:
Description: A violent history follows the people of Gorin. First ruled by the Dramirta family, who had slaughtered all who opposed them. Then there was Kronta, who was killed by Merzan himself and then Merzan took leadership. Though his will is law he rarely uses his power. Gorin now thrives under his rule. There are 4 casts of magic users, Arch-Magi, Magi, War-Wizard, and Wizard, Arch-Magi being the strongest and Wizard being the weakest

maybe i could get the whole of england!! that would be sweet :D
 
Israelite9191 said:
In addition, Shinobi would be good. It is a Japanese system that evolved alongside Ninjitsu. It could give a health bonus and give you better infantry and archers, since it is used mainly for things such as invisibility soundlessness.
lurker's comment: Uh, Shinobi is just a synonymous term for Ninja. Both practice Ninjutsu, which is also sometimes referred to as Shinobi-jutsu. They're the same things.
 
Whateva, I do what I want!

Name: Pictlund
Capitol: Camenot
Ruler: Arthain
Government: Monarchy w. Advisors
Pop: 2000
Economy: Stable (3/3/4
Education: Average
Technology: Bronze Age
Loyalty:
Army: 100 infantry
Navy: 10 galleys
Magic: Geomancy
UU:
Projects:
Description: Former pastoral nomads of northern England and Scotland, the Picts have only recently set up a kingdom under the leadership of king Arthain, supported by the local land-owners and druids. The kingdom was set up partially because of Atlantic colonizers coming to the area, and a incerase in the stability of their suthern cousins, the Gorin.
 
Well, technically they are the same thing. But, whenever I have heard/read people distinguishing between the two, Shinobi refers to the system of magic.

Magenta Man- As I understand it, we are supposed to use one of the magic systems that Lord Iggy posted. Also, Gog and Mgog are not giants. They are the names given to the two forces that will battle at the end of the world before the coming of the Messiah (according to Jewish teaching, not Christian).
 
You can make up new magic systems, and I'll balance them so they're fair. And you can make up any nation you want. History doesn't matter.

@Magenta: What's your magic like? You can call it whatever you want, but it has to be a general type of magic.

@ Israelite: Shamanism is a form of Nature magic. And good call about aquamancy. I'll add that.

Note to everyone: In the magic section of your nation's description, you put the number of magic-wielders AND the magic type. Sorry, forgot to type that in earlier.
 
Name: Khemri
Capital: Khemri
Ruler: The Lich King
Population: 2000
Government: Perpetual Monarchy
Economy: Stable (3/3/4)
Education: Average
Technology: Bronze age
Loyalty:
Army: 100 infantry
Navy: 10 galleys
Magic: 10 Liches
UU: Vampires, Super strong Beings, with the ability to cast Magic.*see story*
Projects:
Description: Khemri, Began as a City state in the sand, With the Discovery of necromancy, it rose to the top, a regional power. One with an Everliving King.

Necromancy!!!!

Start In Egyptian Area.
 
Alright! Glad I'm getting all these joinees for my first NES. You guys can send your orders whenever you want, I think I'll make the first update on the weekend, hopefully Saturday.

What are vampires good at Kal'Thzar? Offense, defense, speed, or just a well-rounded good at everything?

Where in England do you want Gorinith to be Kentharu?
 
OOC: IMHO army numbers should be bigger... If Ur is such a great (well, reduced, but still great) empire, it scarcely makes sense for it to have just 1,400 troops. Not to mention 100 warriors here in Tripolye/other new nations.

IC:

Name: Tripolye (Триполье, "Land of Three Fields")
Capital: Tripolye
Ruler: Voevoda ("warlord") Diy
Government: Tribal Despotism
Population: 2000
Economy: Stable (3/3/4)
Education: Average
Technology: Bronze Age
Loyalty:
Army: 100 infantry
Navy: 10 galleys
Magic: Nature magic
UU: Oborotni ("changelings") - essentially, werewolves, though sometimes they could turn into other animals; are excellent scouts, quite good at guerrila and hit-and-run warfare; not as useful in open battles.
Projects:
Description: Several Tripolean tribes, increasingly influenced by trade with Ur and menaced by their Scythian neighbours, have united under the reign of voevoda Diy, who promised them greatness if they follow his orders.

We are located somewhere in Ukraine.

---

"So, he is a changeling." - said Viy - "And?"

"He is... evil, unnatural..."

Viy shook his head. Most tribesmen paled further and stepped backwards; the changeling, oboroten' and the men holding it by its arms.

Viy nodded to the volhv ("shaman"). The old man leaned towards his ear and whispered.

"This one is on our side. You can trust him."

"Did you see that in his eyes?" - asked Viy quietly.

"No... I know him."

"Oh." - Viy turned towards the tribesmen - "I declare thusly - this one is of no harm to us. Leave him here, go away. I need to talk with him, privately."

"Should I go as well?" - asked the volhv whilst the confused, disencouraged tribesmen let go off the changeling and walked out of the tent.

"No, stay."

"Not afraid?" - asked the changeling, looking Viy in the eyes; indeed, there was something evil in him.

"Not afraid." - confirmed Viy - "There is no need for this. Who are you?"

"Allow me to introduce him." - said the volhv - "This is Malko, one of the best changeling hunters..."

"Thank ye, human." - bowed Malko, with a grin that Viy just couldn't call "sheepish"; it was rather inappropriate, knowing that this was a changeling, and that changelings, generally, turn into wolves. Usually when the moon is full, or so the legends say; but those particular legends were, as far as Viy knew, wrong. Its just easier with a full moon, or so the volhv, Starko, said.

"Very well then, Malko... What brings you here?"

"Your "people"."

"Not literally. They caught you spying on them in a bush; what were you doing there?"

"Spying." - grinned Malko as well. Viy shook his head. Malko explained - "I was curious, and wanted to find out whether a certain voevoda Viy lived here."

"Hmm?"

"I have an offer for him. And some information."

---

Aramu was not afraid.

He was the warlord of the Scythians. He was NOT afraid. Warlords of the Scythians are NOT afraid by definition.

He was, uh, taken by surprise. The moon appeared unexpectedly; it basically sneaked up on them! He was NOT afraid.

Aramu looked around again. And nodded, regaining his usual calmness.

"This is just a moon."

"There are bad rumors..." - whispered one of the warriors behind him. Aramu looked at him, in that special way that is cultivated amongst the Scythian warlords.

"Rumors spread by those weaklings. It does not matter. Forwards, we must take them by surprise; we wasted too much time!"

Did that bush just move?

---

Scythians strike at night. It was not always like this; once, they tried to attack Tripoleans in the light of day, in a head-on cavalry charge. But the Tripoleans were ready; and thus they had time to place ambushes, to set up traps, to take up positions... The Scythians were simply crushed, trapped and cut into pieces; for the Tripoleans knew no mercy for their enemies, apart from the mercy of a quick death as opposed to a slow one.

Since then, they got more careful. Scythians strike at night.

---

Torches suddenly appeared on the horizon; Viy was glad that he took the precaution of letting his soldiers sleep just before that. The Scythians were coming... and the Tripoleans prepared. They charged out, with wooden pikes ready, with javelins killing Scythian horses. Still, Scythians were not to be trifled with; some of them dismounted, others plowed on, killing everybody they could reach with spear or axe. Then...

---

...there were only four or so Scythians who survived the battle. They were scared and driven nearly or completely insane. But they all agreed that they were attacked by... wolves. Very big wolves. Very smart ones, too. Well-drilled wolves.

If one were to say that these were wolves at all.

They came from behind, out of the woods, and thus Scythians were trapped between wolves and Tripoleans. Those four charged through Tripolean lines, turned around and just barely escaped back to the camp. At first, nine Scythians managed to escape this way, but five of them were intercepted by wolves... and eaten on spot.

These four only barely ran away for the camp, to bring the news of the horrible defeat.

---

"...for though I never have been in the land of the Tripwwans, all my sources agree that some of them can, whether through skill or inborn ability, turn into wolves; and many agree that in Gwaul, there are people with similar ability...

...Tripwwans are engaged in constant warfare with the Scytans, and whilst the Scytan horsemanship skill allows them to defend their steppes, the Tripwwan skill at camouflage and knowledge of the cold forests has allowed them to maintain their ground just as well..."
- The Writings of Shiglapamesh, Urrian Advisor-For-The-Embassies, On The Lands He Visited and Heard Of.
 
Name:Hyperborean Reminents
Capital:Na-Uzuldaroum
Ruler: The Lord in Green (Disenfrancised)
Government: Feudalistic
Population: 2000
Economy: Stable (3/3/4)
Education: Average
Technology: Bronze age
Loyalty:
Army: 100 infantry
Navy: 10 galleys
Magic: Manipulation of Space and Time (to bridge great distances and bring...others to the earth.)
UU:Horrors - creatures summoned from beyond the dark threshold across which no man should tread. Primarily used as shock troops bringing madness and devestation to their foes, thus great against massed troops and cities, the problems of controlling them makes them ill suited for other more subtle military roles.
Projects:

Description: On the destruction of Hyperborea (greenland) by the ice sheets during the end of the last interglacial, most of the antehumans and humans that dwelt there traveled to europe to found the new kingdom of Valusia. However the people of the most far western cities couldn't reach the Atlantic before icebergs made crossing it impossible, and massive disruption of the magical fabric of the world casued by the fall of Hyperborea made opening a gate across space hazardous in the extreme. However a lone magus, known only as the Green Lord, proposed a radical plan, -opening a gate, not across space, but through time! to a future were their bountiful home was once again free of ice. Have no choice, the people agreed; submerging their objections at the source of the Green Lords knowledge (he was know to have certain...dubious habits...including as some said knowledge of Nyarlathotep!).

The great gate opened and the people poured through; only to find while the magic disruption was over, their homeland was still buryed under a kilometer of ice. As they fled southward, to the coast and beyond, the Green Lord and those loyal to him sceased control. The humans of the Hyperborean reminants (the antehumans, with their limited mobility, had died during the trek to the sea) gave him power to allow their own survival, setting them on what may be a very dark path indeed.


OC: put me somewhere on the coast of northeastern canada (maybe in Hudson bay, with a small foothold in greenland).
Story to follow...
 
OOC: Some more things about the map - a) I think you need thicker borders and b) IMHO there should be more cities. Just speaking out of my own experience.
 
Yes. I was going to add cities in the first update. But I think I'll keep the borders as they are for now. If the map gets hard to see then I'll thicken them.
 
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