ENES: World of Magic II

Erik Mesoy

Core Tester / Intern
Joined
Mar 25, 2002
Messages
10,959
Location
Oslo, Norway
(Post #4000!)

Several people wanted another LINES:World of Magic, so here it is, with a few tweaks. If you missed out on joining LINES, or your nation failed to achieve glory for some reason, here's a second chance.

WARNING: High technobabble level in this background story.
Spoiler the background :
DISCLAIMER: This story was written for my own enjoyment. If you don't like, ignore it. That's what spoilers are for.
If you complain anyway, horrible things will happen.

Earth, AD 2010: Professors Masatoshi Koshiba and Carl Edwin Wieman, both previous winners of the Nobel Prize, apparently violate causality by causing a carbon atom to jump between two charged boxes with reverse electroweak polarity. The boxes were two meters are apart and the atom demonstrably failed to pass through any intervening points.

Three years later, the first large object (a razor blade) is transported in a similar manner. Suddenly an obscure branch of physics becomes the focus of all media. The most common headline is "Hyperjump Travel Demonstrated". The race is on for every company on Earth to be the first to transport a person safely, thereafter to develop this teleportation technology into a method of interstellar travel.

On August 21, 2017 (chosen for the reason that there was a solar eclipse that day) Edward Morgan Miller is sent a distance of one kilometer. Unfortunately, he drops dead upon exiting the destination box, but seems otherwise unharmed. After this disaster, hyperjump travel fades into the background, as there seems to be no way of transporting objects without first having a box in place.

Only a year later, astronomers notice an impact between two distant asteroids. Measuring their new trajectories, it seems that one of them - the famous 99942 Apophis - may impact Earth in ten years.

Hyperjump travel comes to prominence again as doomsday cults emerge everywhere. It seems as though a malicious god's hand has targeted Earth for destruction.

It is found that teleportation pods can be sent without an appropriate destination, in which case they will emerge in the nearest and most charged region of space with the correct polarity.

Mass manufacture of pod clusters begins. Governments take all power into their own hands and pillage the Earth for resources. Several minor wars break out, but most of these are stopped for simple lack of resources, and military unwillingness to fight. All men volunteer to work in the factories, often giving up their lives and dying of hunger or thirst as they work for days on end.

We now follow Pods #126, #127 and #128, which left Earth in 2026. Astronomers calculated a path for them where all regions of space would be balanced (wrt electroweak force) for a while, meaning that the pod was unlikely to find a suitable appearance spot in this galaxy.

So, they appeared somewhere unknown. The onboard AIs guided the colonists to the nearest habitable planet, a Jovian giant consisting mostly of water.

In the first ten years after the landing, the colonists did reasonably well. The pods were cannibalized for resources and nothing was spared in the quest to build a new world.

But! The planet had some internal force, an inner energy, that responded to the minds of men, and shaped reality as they wished it, to an extent. For the first two generations of man on this world, the colonists feared this force, and attempted to subdue it and make it measurable.

It took shape from their fear, rebelling against them. Civilization collapsed, and it was generations before men came to see the planet's energy as a natural force to be harnessed rather than a hostile thing to be feared.
If you don't want to ruin the "magic" in this world, don't read this.

Here's the in-game story behind this world.
There are many tales told of how we arrived on this world... but all of them share a common element. We came from the stars, and the Ancestors could travel between them at will.
But in so many other things they were powerless. They had no sorcerers. They relied on golems to do their will. And when the golems broke, they built newer and better ones.
We are their successors, and their superiors. We command the world to be so, and it is so. One day our greatness shall exceed theirs, and we shall return to the stars, becoming gods.


Through cunning, politics, diplomacy, elections, murder, combat, bribery, or for whatever reason, you have become the leader of a nation on this new, magical world. You seek the glory that your ancestors lost. Now you must lead your people in the time to come.

Each turn you can spend as many economy points as the first number in your Economy stat, plus whatever bonuses you may have. Only 1 point per turn can be spent on increasing economy, otherwise it would get out of hand.

Economy and education are displayed in the form: Your level/Points invested/Points needed for next level.
Economy: Depression - poor - growing - stable - healthy - rich - prosperous - excellent.
Technology: Late Iron Age - Heroic Age - Early Middle Age - ?
Culture: Barbaric - yokel - unrefined - moderate - strong - nationalistic - patriotic - jingoistic.
Training: Conscripted - poor - average - good - veteran - elite.

Trade routes: A pair of players may pay 2 points each to start a trade route between them. Both players will get a spending point on alternate turns.

Projects: You can either tell me what it does, and I'll decide the cost, or give me a turn number and type of effect, and I'll tell you how much you can get away with.
 
Updates, troop types, technology, and other useful stuff:

Geological map

Update 1
Map for update 1

Update 2
Map for update 2

Update 3
Map for update 3

Update 4

Update 5
Map for update 5

Update 6
Map for update 6

Update 7
Map for update 7

Update 8
Map for update 8

Update 9 text
Map for update 9

Update 10
Map for update 10

Troops:
Infantry - 1000 per eco point
Mages - 10 per eco point
UU - 10 per eco points
Lizard Cavalry - 500 per eco point
Wurm Riders - 200 per eco point

Techs for Science 4 (Late Iron Age):
Mass Levy I (Lose 1 armal training when you research this. 1 eco now buys you 25% more ground troops.)
Great Artistry (+3 culture)
Scientific Method (+3 points of science)
Modern Weapons (+3 armal training)

Techs for Science 5 (Late Iron Age):
Mass Levy II (Requires Mass Levy 1. Lose 1 armal training when you research this. 1 eco now buys you 50% more ground troops.)
Magical Superiority (Lose 1 culture when you research this. 1 eco now buys you 15 mages instead of 10.)
Newtonian Physics (+3 points of science)
Naval Retrofitting (+3 points of naval training)
Militarized Harbors (Lose 1 MilEd when you research this. 1 eco now buys you 15 boats instead of 10.)
All techs cost 1 eco point to research.

You advance to the next age immediately upon reaching Science 6..
 
Player List

Olympus
Capital: Olympus Alpha
Ruler: Zeus/TerrisH
Spoiler statblock :
Government: God-Worshiping (pantheon sits on top of Olympus and rules the masses, who believe they are Gods.)
Population: 550555
Economy: Stable (4/4/7) (+2 this turn for passing 500k pop)
Education:
Science: 4/0/5
Agriculture: 4/0/5
Military: 2/0/3
Technology: Late Iron Age
Culture: Nationalistic
Army: 580 infantry, 536 Wurm Riders
Armal training: Elite
Navy: 20 rather generic boats
Naval training: Poor
Magic: 21 Priest (Enhancement, can make something work much better, but causes slight damage to the object in the process.)
UU: 2 [SECRET]
Projects: Hades' Duty (COMPLETE)
Techs: Mass Levy I, Modern Weapons
Trade Routes: Zhiki
Nation Background: The Fall came. Those who lived, have become as Gods at the Top of the Tower, Ruling the masses who Gather and Live at It's base. feeding off their Belief, and in turn protect them. and dimly in the back of the gods minds exist their Original Directive. preserve the Tower, and rebuild to the former Glory.
IALeOn


The Church
Capital: Novo Jerusalam
Ruler: Eshva the Prophet/warman17
Spoiler statblock :
Government: Theocracy
Population: 345353
Economy: Growing (4/0/7)
Education:
Science: 3/2/4
Agriculture: 3/0/4
Military: 4/0/5
Technology: Late Iron Age
Culture: Nationalistic
Army: 2133 infantry, 176 Wurm Riders
Armal training: Veteran
Navy: 24 rather generic boats
Naval training: Poor
Magic: 25 Bishops - Divine Magic (power to heal the sick/wounded and also combat darkness)
UU: 30 Holy Knights - The most powerful warriors of The Church, enchanted with magical armor and weapons.
Projects:
The Cathedral of Light [+1 culture, +15 bishops, +15 Holy Knights] (COMPLETE!)
Systematic Fortifications [Additional defense in the inner lands] (COMPLETE!)
Nation Background: After the chaos came in from the magical backlashes, people began losing faith in their religions. Soon several prophets arose who guided the people back into the light. These prophets utilized the magics of this world, and said they were the tools of guide to lead the people. With the death of the last prophet Joseph, a church sprung up around their religion which has many doctrines similar to Christianity including the use of the cross as their symbol. The Church ruled over the land with The Third Testament as their guide, and the prophet Eshva has just brought the Fourth Testament.

Other: In possesion of a machine that turns plants into paper.


Telvanni Rebels
Capital: NA
Leader: Wraith/The Strategos
Government: Temporary Dictatorship
Spoiler :

Population: 115961
Economy: 3/3/5
Education:
Science: 3/0/4
Agriculture: 3/0/4
Military: 4/0/5
Technology: Late Iron Age
Culture: Jingoistic
Army: 54 infantry, 1395 militia (+1000 volunteers this turn; from now on you'll have to train normally)
Armal Training: Veteran
Navy: None
Naval Training: Poor
Magic: 48 Illusionists (Illusion)
UU: 19 Masks; It is assumed that Masks were some left over retainers of some minor Telvanni House who remained loyal to their leader after the fall of Telvanni. It is also possible, however, that they were only recently trained as there is no real record of their previous existence. Their origin, however, is not as important as their function. Masks could be crudely classified as illusionists, yet they are so much more. They are students of human behavior and gifted actors. Using their illusions they can take the appearance of any person, using their acting skills, they can impersonate that person to perfection. They are the masters of disguise. We are the masks they wear.
Projects: None
Techs: None
Nation Background: After the fall of Tel Vos to the Neo-Romans, the power of the magical houses that ruled Telvanni was effectively broken. Some houses fled, some joined themselves to the Romans, some simply disappeared. Things appeared to be settling down after the long war, peace seemed likely to descend in the absence of organized resistance. That is what appeared to happen. But we should always remember, in a nation built upon the illusion, we should never trust appearances.


Arkenaar
Capital: Arkopolis
Ruler: Galenna Arkenstone/Silver Steak
Spoiler statblock :
Government: Monarchy
Population: 169636
Economy: Stable (4/0/7) (+1 from Samarran tribute, +1 from Mushroom Festival)
Education:
Science: 1/0/2
Agriculture: 3/0/4
Military: 4/0/5
Technology: Heroic Age
Culture: Jiingoistic
Army: 3400 infantry
Armal training: Veteran
Navy: 0
Naval training: Average
Magic: 40 Mages in Purple (Gravitational manipulation)
UU: 40 Shalms
Projects:
Techs: Scientific Method, Magical Superiority, Great Artistry, Naval Retrofitting, Militarized Harbors, Newtonian Physics
Terresin Crystals (complete)
Assimilation of Neobrigia (complete)
Project Shalm (complete)
Techs: Modern Weaponry, Scientific Method
Nation Background: A kingdom founded by the Old Arkenstone, a man from a different realm. Now, his family has inherited the kingdom and continues to reign as fair and wise kings and queens. Arkenaar previously fought a war against Brigland to the north and Samarra to the south, but conquered both with martial and magical might. Now, Brigland is the Duchy of Neobrigia, and Samarra pays tribute to Arkenaar.IALSi

Roddyna
Capital: New Moscow
Ruler: Czar Grisha / RoddyVR
Spoiler statblock :
Government: Non-hereditary monarchy. The new king/czar is whoever is the strongest of the Techmagi when the old king dies/retires.
Population: 253057
Economy: Stable (4/3/7)
Education:
Science: 2/1/3
Agriculture: 3/0/4
Military: 3/1/4
Technology: Heroic Age
Culture: Strong
Army: 8677 infantry, 1297 Lizard Cavalry
Armal training: Average
Navy: 0
Naval training: Poor
Magic: 30 Techmagi. Techmagi can imbue their will onto mechanical constructions.
UU: 20 Telekinetic Engeneers.
Projects: None yet.
Artifacts: The Sunsoarer.
Techs: Modern Weaponry, Scientific Method, Newtonian Physics, Mass Levy I, Mass Levy II.
Nation Background: The Roddynans are the descendants of a Russian group of colonists whose leaders were the engeneers and scientists of the group. In their initial struggle against the planet, they set up automated turrets around their city to protect them from any unseen enemies, but as the turrets proved useless, eventualy their function was forgoten by most. But the stories of the great protector machines of the past were still the bedtime stories of most children. The Roddyna society emphesised science of any form, but machinery was THE science of these people. The first person to realize that the magic of this world could be harnessed was an artificer name Roddy, his obsession for his machines was so great that eventualy he came to be able to control them from a distance. All he had to do was imagine the internal levers and gears turning and they would. He became the first of the Techmagi, and soon taught others to use the same magic. Those who controled machines ofcourse were seen as the only ones able to bring the great machine protectors of fable to life, and so quickly the Techmagi became the ruling class.SSNLevelOne


Rolangaregorol
Capital: G
Ruler: Goriestar/Gladinia
Spoiler statblock :
Government: Ruling Lady/Lord
Population: 455669
Economy: Growing (4/0/7) (+1 from trade route with Seleucian States)
Education:
Science: 1/1/2
Agriculture: 3/2/4
Military: 2/1/3
Technology: Heroic Age
Culture: Moderate
Army: 2000 infantry
Armal training: Elite
Navy: 0
Naval training: Veteran
Magic: 10 Geomaitioners, Geomaition.
UU: 20 Ringctholarrar (Intelligent bonded lions)
Projects: Mistblowers of Goolsa
Techs: Mass Levy I, Great Artistry, Scientific Method, Modern Weapons, Newtonian Physics, Magical Superiority, Mass Levy II, Naval Retrofitting, Militarized Harbors
Nation Background: I'm a paranoid, screaming moron. As such, I refuse to write anything here.


Duskmist
Capital: Duskmist
Ruler: Erathal the Ancient/Azash
Spoiler statblock :
Government: Immortal monarchy
Population: 150543
Economy: Stable (4/2/7)
Education:
Science: 3/3/4
Agriculture: 2/0/3
Military: 2/1/3
Technology: Late Iron Age
Culture: Unrefined
Army: 4000 infantry
Armal training: Average
Navy: 0
Naval training: Poor
Magic: 30 Duskmagi/Dark Magic
UU: 50 Pale Masters
Projects:
Mythal of Duskmist [Powerful magic shield around the nation, controlled by Erathal.] (4/x)
Necromantic Focus [Pale Masters can summon zombies and skeletons to aid them in combat] (Complete!)
Nation Background: The formerly passive city of Duskmist has now gathered around the banner of Erathal the Ancient, the leader of the mage guild. Favouring dark magic, Erathal removed all other casters from service and rallied the military. He has seen the great opportunities available, and is determined to lead his cause to victory.


Orioch Nomads
Spoiler :
Capital: Gaveana
Ruler: Elder Sharpclaw/~Darkening~
Government: Confederation of Elders
Population: 130529
Economy: Growing (4/0/7)
Education:
Science: 3/3/5
Agriculture: 4/1/5
Military: 2/0/3
Technology: Late Iron Age
Culture: Strong
Army: 1000 infantry
Armal Training: Average
Navy: 0 ships
Naval Training: Poor
Mages: 40 Gracebringers (they make the lands suited to the people)
UU: 20 Wardens (Great shapeshifters, spending almost all their time in alternate forms suited to the conditions.)
Projects: The Great Revival (+50 Gracebringers, +5000 infantry) [1/10]
Nation Background: The Orioch Nomads live a peaceful existance across many miles of relative harsh land. Usually their mages cause the mountains and plains to bring forth crops in abundance, but in times of need, they will make the land seem even more harsh, repelling the unwanted. Their Wardens take strength and guidance from the land, keeping the world in harmony.


Lahmia
Capital: Lahmia City
Ruler: Sheep/Prime Minister Erik Mesoy
Spoiler :
Government: Hint: It has a Prime Minister.
Economy 3/4/5 (Growing, +2 points banked, +1 for passing 100k pop)
Population: 103500+1600
Education:
Science 3/0/5
Agriculture 3/0/5
Military 3/0/5
Technology: Late Iron Age
Culture: Average
Army: 1000 infantry
Armal training: Average
Navy: 10 boats
Naval training: Poor
Magic: 10 Cryptkeepers (they ensure proper treatment of the dead, such as funerals and tombstones, and are in return granted magical powers of Death.)
UU: 10 Order of Lahmian Knights
Projects: None
Techs: None
Nation Background: None know how this nation was founded. Some people say it was at the dawn of time. Another says it was when the Lords named Maddrell and Cirion came together and said that this was a good place to found a nation. Bless those gods!


Undead Hordes
Ruler: Nekros, Lord of Death/Lord_Iggy
Warriors: 21 116 (of which 3517 off north of Kenyata, 6595 southwest with Khorshad, 11004 with Nekros)
Spare corpses: 59 938
Lichs: 1 (Khorshad)
Temp NPC

Secret Nation of Doom
Secret Nation of Gloom
 
This reserved post has become obsolete due to quittings.
 
RESERVED 4 - List of NPCs (pick one if you don't want to make up a nation)

Kingdom of Blood Elves
Capital: Mazorrath
Ruler: King Kael II/NPC
Spoiler statblock :
Government: Dictatorship
Population: 373055
Economy: Growing (4/0/7) (+2 banked)
Education:
Science: 3/2/4
Agriculture: 4/0/5
Military: 4/0/5
Technology: Late Iron Age
Culture: Unrefined
Army: 1700 infantry
Armal training: Good
Navy: 0
Naval training: Poor
Magic: 80 spell breakers - can drain magical energies out of their enemies so that these cannot cast spells, or then give energy to someone of their kind.
UU: 80 Blood mages - Battle mages using elements of fire, raising massive firestorms out of nowhere and calling huge meteors to hit their enemies. Also capable to suck the souls out of their enemies and draining their lifeforce.
Projects:
Temple of Fire (+50 spellbreakers, +50 blood mages, +1 military education) (COMPLETE!)
Nation Background: Blood elves had been an isolated culture long before they became "elves". It all started when they found out about this mystical force of the planet, and learned how to use it. Two generations ago they were attacked by unknown people from north, who were powerful magicians, much more powerful than blood elves were. As they searched for a way to defeat these "barbarians", blood elves discovered how to handle magic as an object and how to drain it out of their enemies. First spell breakers were born. They noted that as they drained more magic they become more powerful, although this was not enough to stop northern barbarians. This lead to desperate attempt to create a "super soldier", which surprisingly succeeded as dozens and dozens of spell breakers channeled their magic into one person, grating all their energy to him. First Blood mage was born, and as this test succeeded many were to follow, and so barbarians were defeated.
Not until after the war they found out about the side effects of excessive usage of magic. Those who used it too much become taller and had other physical changes as well (elf-ears), but the worst side effect was the addiction to magic - it was like a drug. In their search for more magic some blood elves even attacked neighbouring peaceful tribes, draining not only the magical energies out of them, but also the energy that all lifeforms need for living.
Since then all the neighbouring lands have been deserted in the fear of these "vampires".


-

Techno Union
Capital: Uta I
Ruler: Lord William/NPC
Spoiler statblock :
Government: Monarchy
Population: 152418
Economy: Growing (3/4/5) (+1 banked)
Education:
Science: 5/0/6
Agriculture: 3/0/4
Military: 3/0/4
Technology: Late Iron Age
Culture: Average
Army: 2800 infantry
Armal training: Average
Navy: 10 rather generic boats
Naval training: Average
Magic: 40 Aeromancers, air and wind magic
UU: 40 Horizon Warriors (Soldiers on giant birds from the area. They use bows and long spears to fight)
Projects:
Nation Background: After the hit the Union had been shattered. The many Governors of the Union were in disarray and chaos fell upon the Union. A young governor William decided to take advantage of the chaos. He began to rally the many groups together to reform the Union. He promised the Union would rise to technological greatness. The people were again unified under a single ruler. William later gave himself the rank of Lord and named the union the Techno Union. A group of people rallied for the hope of rebuilding through Technology.



New Illryia
Capital: Biograd
Ruler: MC 12/NPC
Spoiler statblock :
Government: Majestic Council of Twelve
Population: 216625
Economy: Growing (4/0/7) (+3 banked)
Education:
Science: 4/3/5
Agriculture: 3/0/4
Military: 2/2/3
Technology: Late Iron Age
Culture: Strong
Army: 743 infantry
Armal training: Veteran
Navy: 10 rather generic boats
Naval training: Poor
Magic: 20 Chaos Sorcerers + Chaos Magic - mages that control chaos in its rawest form, they are illusionists and manipulate magics, be it theirs or those of their enemies.
UU: 20 Brood Trainers (with mind-eating MD worms)
Projects: MD Worms [an attempt to breed Wurms down to 10cm length and make them psionic mind-eaters. This will create a new UU, Brood Trainers.] (COMPLETE!)
Techs: Modern Weaponry
Nation Background: New Illyria was formed by those who rule the world in majesty.
In reality the Council members were the first individuals who used the energies of this world to instill order in the anarchic society that fell from the skies on these lands. The name comes from a tribe, that once roamed the Ancients Homeworld.



Seleucian Regions
Capital: None
Ruler: NA
Spoiler statblock :
Government: None, fragmented states
Population: 428658
Economy: Stable
Education:
Science: 3
Agriculture: 5
Military: 3
Culture: Moderate
Army: 2000 infantry
Mages: 20 Prophets (heal and protect the people)
UU: 20 Caladria (flying healers)
Nation Background: With the death of King Novus II. the Seleucian regions fragments, refusing any united rule. However, they are still bound together by history and culture, and will fight against any common enemy.



House of Leonhard
Capital: New Berlin
Ruler: Wagner Rolfsson Leonhard
Spoiler statblock :
Government: Despotism
Population: 196999
Economy: Growing (3/4/5)
Education:
Science: 2/0/3
Agriculture: 2/0/3
Military: 4/0/5
Technology: Late Iron Age
Culture: Nationalistic
Army: 1952 infantry, 588 Wurm Riders
Armal training: Elite Plus 1
Navy: 0 rather generic boats
Naval training: Poor
Magic: 42 Dark Mages - dark mages are mages warped by darkness that use magic to cause pestilence, death, and sometimes, in great numbers, summon demons.
UU: 0 Beholders - Powerful demons from beyond the realm that were summoned and bound to specific, hidden objects. They are very powerful, both physically and magically, yet are quite hard to control.
Projects:
The Beholders Tower [+2 Army Training, +10 Beholders, +200 Wurm Riders] (Complete!)
The Bloody Colosseum [+2 Culture, +1 armal training] (Complete)
The Dark Academy [+10 Dark Mages, +3 Army Training] (Complete)
Nation Background: For a while these Germanic people were ruled by the Leonhard family, demonically ordained through dark magic to lead their empire to greatness. They subdued the Cammane City-States and made vassals of the Lokianicans. Then in the Great War, they were attacked by undead hordes and the Church, and were forced to flee. Now the Leonhardic peoples are divided in two groups, the Orthodox Leonhards in the west, with the great majority of mages and leaders, and the Akratian Leonhards in the east, who wait for their rulers to return and raise them up again.



Iceland
Capital: Storm City
Ruler: Orman the IV / NPC
Spoiler statblock :
Government: Oligarchy
Population: 246123
Economy: Growing (3/3/5)
Education:
Science: 3/1/4
Agriculture: 3/1/4
Military: 2/1/3
Technology: Late Iron Age
Culture: Average
Army: 2000 infantry
Armal training: Good
Navy: 20 rather generic boats
Naval training: Poor
Magic: 20 cold fighters + Cold
UU: 20 Air Elementals
Projects: Crystal Palace [+20 cold fighters, +20 Air Elementals, +1 culture, +1000 infantry] (0/6)
Nation Background: Located on the north tip of the centermost continent, these people are skilled in the use of ice magic. They have settled down and are ready for all the challenges possible.


Rome Reborn
Spoiler :
Capital: New Rome
Ruler: Kaiser (Caesar) Morgan /NPC
Government: Republic
Population: 112833
Economy: Growing (3/2/5)
Education:
Science: 2/0/3
Agriculture: 2/0/3
Military: 4/0/5
Technology: Late Iron Age
Culture: Unrefined
Army: 5155 infantry
Armal Training: Veteran
Navy: 0
Naval Training: Poor
Mages: 40 Praetors (Protective and constructive magic)
UU: 0 Legionnaire (massive, seemingly invincible armored men)
Projects:
Nation Background: In what tones to be an age of conquest, some colonists with a knowledge of history decided to emulate the famous Roman Empire. They conquered and annexed House Telvanni, but now it is rebelling.


Kenyata
Spoiler :
Capital: Katalo
Ruler: Chief Barimmon/NPC
Government: Magocracy
Population: 350502
Economy: Stable (4/0/7)
Education:
Science: 3/0/4
Agriculture: 5/0/6
Military: 2/0/3
Technology: Late Iron Age
Culture: Average
Army: 3000 infantry
Armal Training: Average
Navy: 0
Naval Training: Poor
Mages: 50 Nurturers (Druidic magic)
UU: 10 Golems
Projects:
Nation Background: Kenyata was originally a defensive league of farmers who did not wish to be subject to whatever warlord was in the area. Eventually it became an independent nation.


Furey's Dominion
Spoiler :
Capital: Sarmica
Ruler: Lady Furey/NPC
Government: Matriarchy
Population: 194288
Economy: Stable (4/0/7)
Education:
Science: 3/0/4
Agriculture: 4/0/5
Military: 3/0/4
Technology: Late Iron Age
Culture: Moderate
Army: 1800 infantry
Training: Poor
Navy: 0
Mages: 29 Wofters (Ritual magic)
UU: 20 Snakeshifters (Women and men who can turn into snakes, giant or small)
Projects:
Nation Background: Founded by the the intensely feminist Furey, the Dominion is populated almost solely by women and has just narrowly averted a war with Roddyna.


Republic of Samarra
Spoiler :
Capital: Samar
Ruler: Head Mage/NPC
Government: Magocracy
Population: 175178
Economy: Growing (4/0/7) (-1 in tribute)
Education:
Science: 3/2/4
Agriculture: 3/2/4
Military: 3/2/4
Technology: Late Iron Age
Culture: Moderate
Army: 2000 infantry
Armal Training: Veteran
Navy: 10 rather generic boats
Naval Training: Poor
Mages: 29 Geomancers
UU: 0 Sons of the Earth
Projects:
Nation Background: Samarra is a magocracy paying tribute to Arkenaar.



Zhiki
Spoiler :
Capital: Bostov
Ruler: Prime Minister Jane Vasruti/NPC
Government: Republic
Population: 118948
Economy: Growing (4/1/7) (+1 this turn for passing 100k pop)
Education:
Science: 5/0/6
Agriculture: 2/0/3
Military: 2/0/3
Technology: Late Iron Age
Culture: Moderate
Army: 2000 infantry
Armal Training: Average
Navy: 20 ships
Naval Training: Average
Mages: 30 Gatemakers (can teleport themselves and others around)
UU: 10 Hatniars (Oversized beetles)
Projects: Mass Network (creates teleport gates across the nation) (Complete!)
Nation Background: Most of Zhiki's founders were either English or Russian, leading to a rather strange culture.
 
El Mappo Of La World

...has been removed, go look at the updates.
 
Reserved 6
 
YOU MAY POST NOW.

Please don't ask questions that will clutter up the thread. Send me a PM.
 
I would PM this, but it seems quite general as its about the map (nice map btw);

a) so there is no terrain types or anything on the map so we can settle where we like with no penalities for being in a frozen wasteland? :D
b)is the map wraparround on the x-axis?
c)whats the scale of the map?
d)what kind of stuff are you wanting/allowing for magic type? ala LINES types?
 
The planet, as I mentioned in the story, is a Jupiter-size giant. It's huge, but less dense than Earth because it has much more water. All the continents are grouped in one area. There is wraparound on both axes, but it's too far to be useful for quite a while.
The scale is BIG. The middle continent with the lake is roughly the size of Europe.
Any magic type goes. Human minds shape the planet's energy, so if you can think of it, and concentrate, it works. (Exception: Technomancy. I will SO slap down any munchkin who tries that.)
 
I would join, but I'm going on vacation next week. Maybe when I get back...
 
Okay. Since I am so Sig worth to you Eric, I'll Creater the first PC nation. and I named the big Island, and added a bit of a discription to it's from and history. you can change any of it to better suit the game, and the map is just a rough estamte of where I want to start.

by the way, where do the two NPC nations start?


Name: (Olympus)
Capital: (Olympus Alpha)
Ruler: (Zuse / TerrisH)
Government: God-Worshiping (pathion sits on top of Olympus and rules the masses, who belive they are Gods.)
Population: 20 000
Economy: Poor (2/0/3)
Education:
Science: 2/0/3
Agriculture: 3/0/4
Military: 2/0/3
Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Army training: Poor
Navy: 0
Naval training: Poor
Magic: 10 Preist (Enhancement. can make something work much better, but causes slight damage to the object in the proccess.)
UU: Titans, Giant Metal Humanoids who can Throw Lightning from there plams.
Projects:
Nation Background:

Spoiler pre fall :
when People first Landed upon this world, the Long Extinct Multi Mile High Volcano was a choice Spot to Settle On. Named Olympus Mons, after the far away Volcano On Mars, it was a Lush Island, surrounded by Jungle and Fertile plains. A City Was Founded At It's Peak, where a great Freshwater lake had formed in the crater. and at the cities center a great tower was built, meant to be a museum, it stood over a thousand feet high, and held records and tapes, filled with the memories and mementos the people had brought with them from earth.

And then the Fall came. a few rallied to per serve the Great Tower, and they Ecceded to an Extent. they kept it from being destroyed, but in the process, they changed it, and them selves. they became something more, and something Less. those who lived, have become as Gods at the Top of the Tower, Ruling the masses who Gather and Live at It's base. feeding off their Belief, and in turn protect them. and dimly in the back of the gods minds exist their Original Directive. preserve the Tower, and rebuild to the fromer Glory.
map21.png
 
Nation Template
Name: Kingdom of Blood Elves
Capital: Mazorrath
Ruler: King Kael I / andis
Government: Dictatorship
Population: 20 000
Economy: Poor (2/0/3)
Education:

Science: 2/0/3
Agriculture: 3/0/4
Military: 2/0/3

Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 spell breakers - can drain magical energies out of their enemies so that these cannot cast spells, or then give energy to someone of their kind.
UU: Blood mage - Battle mages using elements of fire, raising massive firestorms out of nowhere and calling huge meteors to hit their enemies. Also capable to suck the souls out of their enemies and draining their lifeforce.
Projects:
Nation Background: Blood elves had been an isolated culture long before they became "elves". It all started when they found out about this mystical force of the planet, and learned how to use it. Two generations ago they were attacked by unknow people from north, who were powerfull magicians, much more powerfull than blood elves were. As they searched for a way to defeat these "barbarians", blood elves discovered how to hadle magic as an object and how to drain it out of their enemies. First spell breakers were born. They noted that as they drained more magic they become more powerfull, although this was not enough to stop northern barbarians. This lead to desperate attempt to create a "super soldier", which suprisingly succeeded as dozens and dozens of spell breakers chanelled their magic into one person, grating all their energy to him. First Blood mage was born, and as this test succeeded many were to follow, and so barbarians were defeated.
Not untill after the war they found out about the side effects of excessive usage of magic. Those who used it too much become taller and had other physical changes as well (elf-ears), but the worst side effect was the addiction to magic - it was like a drug. In their search for more magic some blood elves even attacked neighbouring peaceful tribes, draining not only the magical energies out of them, but also the energy that all lifeforms need for living.
Since then all the neighbouring lands have been deserted in the fear of these "vampires".

mynation9yo.png
 
Name: The Church
Capital: Novo Jerusalam
Ruler: Patriarch Theodore I / warman17
Government: Theorcracy
Population: 20 000
Economy: Poor (2/0/3)
Education:

Science: 2/0/3
Agriculture: 2/0/3
Military: 2/0/3

(Choose one of these to be 3/0/4)
Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 Bishops - Divine Magic (powerto heal the sick/wounded and also combat darkness)
UU: Holy Knights - The most powerful warriors of The Church, enchanted with magical armor and weapons.
Projects:
Nation Background: After the chaos came in from the magical backlashes, people began lossing faith in their religions. Soon several prophets arose who guided the people back into the light. These prohets utalized the magics of this world, and said they were the tools of guide to lead the people. With the death of the last prohpet Joseph, a church sprung up around their religion which has many doctrines similer to Christianity including the use of the cross as their symbol. The Church rules over the land with The Third Testiment as their guide.


Set me up anywhere you want ;)
 
Nation Template
Name: Techno Union (its a star wars name sue me)
Capital: Uta I
Ruler: (Lord William / Human-slaughter)
Government: Monarchy
Population: 20 000
Economy: Poor (2/0/3)
Education:

Science: 3/0/4
Agriculture: 2/0/3
Military: 2/0/3

Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 magic users + your magic type
UU: Horizon Warriors (Soldiers on giant birds from the area. They use bows a long spears to fight)
Projects:
Nation Background: Will think of some later

I dont have paint on this comp but ill try to explain lower left group of islands. Id like the southern area on the river near that litte bay on the northern island. Orange works.
 
Name: New Illryia
Capital: Biograd
Ruler: MJ 12 / Cleric
Government: Majestic Council of Twelve
Population: 20 000
Economy: Poor (2/0/3)
Education:

Science: 3/0/4
Agriculture: 2/0/3
Military: 2/0/3

Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 Chaos Sorcerers + Chaos Magic - mages that control chaos in its rawest form,they are illusionists and manipulate magics,be it theirs or those of their enemies.
UU: Phantom Warriors - The most powerful Warriors of Shadokarr,who not only manipulate chaos as the Sorcerers do,but can also turn etheral when they wish,protecting them from all harm.
Projects:
Nation Background:New Illryia was formed by those who rule the world in majesty.In reality the Council members were the first individuals who realized the energies of this world could be bent to their will and used to create powerfull illusions.They used it to instill order in the anarchic society that fell from the skies on these lands.The name comes from a tribe,that once roamed the Ancients Homeworld.


Randomize my starting location...okay mkay.
 
True, it is a Theocracy. but it takes it a bit futher in that it's not the priest that rule the masses, but the Actual Gods.

and I am Unsure about what happened to cleric also.. weird.
 
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