FRNES - Forgotten Realms

Azash

Kings of Shadow
Joined
Apr 30, 2005
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Nation template:

Nation name
Ruler/CFC nick
Government type
Economy: Average (200/0/250), 40 banked
Loyalty: Proud (200)
Military/Magic: (x%/y%)
Overall Military: Offensive/Neutral/Defensive
Economy Agenda: Conservative/Stable/Reckless
Science Level: 1
Population: 100,000
Unique Unit:
Military: 2,000 infantry, 1,000 archers
Mages: 100
Nation background:

Spoiler additional information :
Economy: Average (200/0/250) (Gold per turn per city/Gold in coffers/Gold to spend, per city, IN TOTAL to increase economy level. Minimum 3 turns before economy increases.)

Loyalty: Proud (200) (Gold per city to increase. Minimum 3 turns.)

Military/Magic: (x%/y%) (When starting the game, specify how much you concentrate on which these areas. Sum of these must be 100%. Can be 0%, with predictable results. To change, must spend 100 gold per city during one single turn - changes are instantaneous.)

Overall Military: Offensive/Neutral/Defensive (Choose. Offensive grants a bonus on offense, defensive on defense. No cost to change, but for three turns, you will not concentrate on either aspect, weakening your military considerably. The bonus from offensive/defensive is +20%. Neutral gains +10% on both.)

Economy agenda: Conservative/Stable/Reckless (Can be changed instantaneously, no cost. Cannot be changed the turn after an economical random event. Conservative has smaller chance of positive and negative random economical events. Reckless has larger chance of positive and negative random events.)

Infantry and archers cost 1 gold per soldier/archer. Mages cost 10. Cavalry costs 2 gold per rider.

Mages are divided in Wizards, Clerics and Druids. Wizards are arcane spellcasters, who can excel at anything, but perish easily in melee should their magical defenses fail. Clerics are divine healers and battle-mages, also serving as priests. Druids cannot be drafted, but may sometimes volunteer to defend their homelands.

Science advances are economic random events.

Founding a city costs 50 gold. In the beginning, you can only found max one per turn. You can found more after you research certain techs or complete a project aimed at faster colonization.The max limit for settled cities is five cities at the beginning. Any city over this limit will pay 50g as maintenance each turn. The limit can be increased eventually.

Updates are on Wednesdays, starting on 11th January 2006.

Trade routes cost 200 gold, over three turns, to establish. Maximum one trade route/nation. This can be increased with projects/science. Nations connected by river or sea do not count towards the maximum. Trade routes produce 50 gold for the first city of a nation + 50 for every two cities thereafter. For example, a nation with five cities gains 50 gold for one city, plus 100 for the remaining four.

One city has 100,000 people when founded and grows by 2,000 each turn. When invaded, a city can form a militia using up to 20% of it's population. Ten militia units equal one infantry unit.

Infantry is strong against mages.
Mages are strong against cavalry.
Cavalry are strong against archers.
Archers are strong against clerics.
Clerics are strong against infanry.

Units that are strong against something fight with +25%.

When counting percentage bonuses, the bonuses are added BEFORE calculating the new value. For example, increasing x with two +20% bonuses is calculated as (x + x*(0.2 + 0.2)).


Spoiler economy/loyalty levels :
Economy levels:

  • Dreadful (100/0/150)
  • Poor (150/0/200)
  • Average (200/0/250)
  • Above Average (250/0/350)
  • Good (350/0/450)
  • Outstanding (450/0/650)
  • World Power (550/0)

World Power rank also grants you a +25 Gold per turn bonus to improving loyalty. World Power is more susceptible to negative random events.

Loyalty levels:

  • Rebellious (50)
  • Uneasy (100)
  • Indifferent (150)
  • Proud (200)
  • Patriotic (300)
  • Nationalism (450)
  • Unification

Unification grants +25% bonus to defending your homeland. Nationalism grants +15%. Rebellious can lead to civil war. Loyalty plays a considerable role in random events.


Spoiler science levels :
You need to research at least three technologies of a certain level to advance to the next. Bonus techs can only be researched after all other techs in the current level have been discovered.

Science Level 1: 50 gold/tech

  • Economics I
    +10 gold per city.​
  • Military I
    +5% military strength​
  • Naval I
    Allows you to build Galleys. Galleys cost 5 gold each and transport up to a 100 people each.​
  • Magical I
    +5% magical power.​
  • Bonus Tech I: Rapid Expansion
    Can settle two cities per turn.​


PLAYER NATIONS:


Kingdom of Kiniber
Magelord Circon/Erik Mesoy
Government type: Magocracy
Economy: Average (200/0/250)
Loyalty: Proud (200)
Military/Magic: (25%/75%)
Overall Military: Defensive
Economy Agenda: Reckless
Science Level: 1
Population: 100,000
Unique Unit: Shieldmage (negates infantry bonus against mages).
Military: 2,000 infantry, 1,000 archers
Mages: 110
Nation background: After unifying the mages of the local towns into one council, Circon decided to form a kingdom.
Techs: Magical I
Cities: 2


Nerill
The Hall of the Church/Silver Steak
Government type: Benevolent Theocracy
Economy: Average (200/100/250)
Loyalty: Proud (200)
Military/Navy/Magic: (60%/40%)
Overall Military: Defensive
Economy Agenda: Reckless
Science Level: 1
Population: 100,000
Unique Unit: Nerillan Carracks (Fast three-masted sailing ship used for trade and naval warfare)
Military: 2,000 infantry, 1,000 archers
Mages: 100
Nation background: A halfling nation with a long seafaring tradition. Known for it's fast ships and divine magic.
Science: Economics I
Cities: 2

Numenor
Tar-Amandil/andis-1
Monarchy
Economy: Average (200/100/250)
Loyalty: Proud (200)
Military/Magic: (70/30)
Overall Military: Offensive
Economy Agenda: Conservative
Science Level: 1
Population: 100,000
Unique Unit: Numenorian Horse Archer
Military: 2,000 infantry, 1,000 archers
Mages: 100
Nation background: Tar-Amandil managed to unite the warring band into one nation, now ruled by him. The warrior traditions are still upheld, though.
Sciences: Military I
Cities: 2

Baldur's Gate
Council of Four/Fëanor
Oligarchy
Economy: Good (350/0/450), 50 banked
Loyalty: Proud (200)
Military/Magic: (65%/35%)
Overall Military: Defensive
Economy Agenda: Conservative
Science Level: 1
Population: 60,000
Unique Unit: Flaming Fist Mercenary (Infantry Specialized in keeping order and defending towns)
Military: 10,000 infantry, 5,000 archers
Mages: 80 Wizards, 90 Clerics
Nation background: Baldur's Gate is a small but thriving port city. It is ruled by the Four Dukes.
Science: Economics I
Military I
Naval I
Magical I
War Forces: 5,000 infantry, 500 archers, 30 mages and 30 clerics marching on the Kingdom of Many-Arrows
Epic units: Uktar Bloodaxe, Commander of the Hordes (+5% military strength)


YOU MAY NOW POST AND APPLY AS YOU WISH​
 
YOU MAY NOW POST AND APPLY AS YOU WISH​

NPC LIST AND NOTABLE LOCATIONS:

Mithral Hall
Bruenor Battlehammer/Up for grabs
Monarchy
Economy: Good (350/0/450), 200 banked
Loyalty: Unification
Military/Magic: (90%/10%)
Overall Military: Defensive
Economy Agenda: Stable
Science Level: 1
Population: 15,000
Unique Unit: 9200 Dwarven Defenders
Military: 10,498 infantry
Mages: 23 Clerics
Nation background: The rich Dwarven mines of Mithral Hall, led by Bruenor Battlehammer, are currently under siege by the forces of Obould Many-Arrows. The tough Dwarves are a tough match for any amount of orcs, even without the help of such heroes as Drizzt Do'Urden, Wulfgar, Catti-Brie Battlehammer (Bruenor's adoptive human daughter) and Bruenor Battlehammer himself.
Epic units:
Bruenor Battlehammer
Drizzt Do'Urden, the Drow Ranger
Wulfgar the Barbarian
Catti-Brie Battlehammer

Kingdom of Many-Arrows
Obould Many-Arrows
Despotism
Economy: None
Loyalty: Uneasy (100)
Military/Magic: (85%/15%)
Overall Military: Offensive
Economy Agenda: None
Science Level: None
Population: 200,000
Unique Unit:
Military: 68,000 infantry, 8,000 archers
Mages: 100 Shamen
Nation background: The Kingdom of Many-Arrows is a barbarian kingdom of Orcs, led by the divinely inspired warlord Obould Many-Arrows. Though they have laid siege to Mithral Hall, Obould is settling down and forging a kingdom - something quite difficult, since it would be an orcish one. Without a common enemy, the Orcs will likely quarrel, and eventually disband.
Epic units:
Obould Many-Arrows

Silverymoon
Lady Alustriel Silverhand
Monarchy
Economy: Outstanding (450/0/650)
Loyalty: Proud (200)
Military/Magic: (50%/50%)
Overall Military: Neutral
Economy Agenda: Stable
Science Level: 2
Population: 1,000,000
Unique Unit: None
Military: 220,000 infantry, 100,000 archers
Mages: 5,000 Wizards, 1,200 Clerics
Nation background: Silverymoon, the Gem of the North, is a city where all races may live in peace. It is dedicated to neutrality, and is one of the few civilized centers in the north. Ruled by Lady Alustriel, a powerful wizard, Silverymoon is keeping constant watch over the Kingdom of Many-Arrows, ready to strike at the smallest sign of further expansion.
Epic units:
Lady Alustriel Silverhand

Luskan
The Arcane Brotherhood
Oligarchy
Economy: Outstanding (450/0/650)
Loyalty: Indifferent (150)
Military/Magic: (75%/25%)
Overall Military: Neutral
Economy Agenda: Reckless
Science Level: 1
Population: 700,000
Unique Unit: None
Military: 200,000 infantry, 90,000 archers
Mages: 400 Wizards, 150 Clerics
Nation background: Luskan is ruled in secret by the Arcane Brotherhood. The City of Sails, as it is also called, is a central economic node, though the Brotherhood risks a little by disturbing the trade of smaller cities. It is also a central meeting place for pirates, thieves and the like.

Waterdeep
Masked Lords of Waterdeep
Oligarchy
Economy: World Power (550/0)
Loyalty: Patriotic (300)
Military/Magic: (60%/40%)
Overall Military: Defensive
Economy Agenda: Stable
Science Level: 2
Population: 2,200,000
Unique Unit: None
Military: 698,720 infantry, 499,952 archers, 250,000 cavalry
Mages: 2500 Wizards, 1,800 Clerics
Nation background: Waterdeep is the largest city of all of Faêrun, a kingdom even by itself. Ruled by the anonymous Masked Lords of Waterdeep, it has grown to unprecedented size mainly with the help of a great economy, granted by the near-perfect natural harbor that gives the city it's name. The only known Masked Lord, Khleben 'Blackstaff' Arunsun, is also a Chosen of Mystra, Goddess of Magic.
Epic units:
Khelben 'Blackstaff' Arunsun, Chosen of Mystra, the Goddess of Magic (+22% magical strength)


Amn
Council of Six
Plutocracy
Economy: Outstanding (450/0/650)
Loyalty: Indifferent (150)
Military/Magic: (50%/50%)
Overall Military: Defensive
Economy Agenda: Conservative
Science Level: 1
Population: 3,000,000
Unique Unit: None
Military: 200,000 infantry, 100,000 archers
Mages: 300 Wizards, 200 Clerics
Nation background: Amn is a rich country with plenty of colonies. It is modelled after R/L Spain.

Tethyr
King Talsemm
Feudal Monarchy
Economy: Average (200/0/250)
Loyalty: Proud (200)
Military/Magic: (70%/30%)
Overall Military: Defensive
Economy Agenda: Conservative
Science Level: 1
Population: 3,200,000
Unique Unit: None
Military: 260,000 infantry, 122,000 archers
Mages: 1,000 Wizards, 800 Clerics
Nation background: Rival nation to Calimshan.

Calimshan
Emperor Ralan el Pesarkhal
Autocracy
Economy: World Power (550/0)
Loyalty: Indifferent (150)
Military/Magic: (70%/30%)
Overall Military: Offensive
Economy Agenda: Stable
Science Level: 1
Population: 4,800,000
Unique Unit: None
Military: 1,500,000 infantry, 1,000,000 archers
Mages: 32,000 Wizards, 26,000 Clerics
Nation background: Calimshan is a desert kingdom, which shares a long rivalry with Tethyr. Recently, Calimshan has mobilized against Tethyr to eliminate this bothersome rival.

Chultan Kingdoms
Council of Merchants
Plutocratic Oligarchy
Economy: Above Average (250/0/350)
Loyalty: Proud (200)
Military/Magic: (55%/45%)
Overall Military: Offensive
Economy Agenda: Reckless
Science Level: 1
Population: 600,000
Unique Unit: None
Military: 80,000 infantry, 20,000 archers
Mages: 800 Wizards, 700 Clerics
Nation background: Recently, the Chultan kingdoms of Samarach and Tashalar have united in an effort to gain greater power.

Notable Locations:

Hellgate Keep
The ruins of ancient Myth Drannor, overrun by foul Demons.

Darkhold Keep
Little is known of this bastion of the evil order, the Zhentarim.

Nelanther
The leaders of the pirates based on the Nelanther Isles serve as a type of oligarchy for the pirates of the world, especially for the heavy pirate activity around the Coast of Swords (From Baldur's Gate to Luskan).

YOU MAY NOW POST AND APPLY AS YOU WISH​
 
YOU MAY NOW POST AND APPLY AS YOU WISH​

Prototype map:

FRNES_001.png


YOU MAY NOW POST AND APPLY AS YOU WISH​
 
YOU MAY NOW POST AND APPLY AS YOU WISH​

A word about the nature of scientific development:

Science levels are the result of random events, interturn. Players may trade with other nations for technologies the counterpart knows. Each science level must be researched to 3/4 before one can advance to the next level. Science levels allow for bonuses, additional military types and so on.

About epic units:

Epic units are legends that have been forged, through notorious might, dastardly deeds, valour in battle and such things. Depending on the nature of their accomplishments, epic units grant a certain bonus to your nation.. Kind of like Great People in C-IV.

Random Events:

These are random events, as the name implies. Through these, anything can happen: New science levels, epic units may appear, changes in a nation's structure, barbarian hordes..

That's it! You can now join up! :)

YOU MAY NOW POST AND APPLY AS YOU WISH​
 
Kingdom of Kiniber
Magelord Circon/Erik Mesoy
Government type: Magocracy
Economy: Average (200/0/250)
Loyalty: Proud (200)
Military/Magic: (25%/75%)
Overall Military: Defensive
Economy Agenda: Reckless
Science Level: 1
Population: 100,000
Unique Unit:
Military: 2,000 infantry, 1,000 archers
Mages: 100
Nation background: After unifying the mages of the local towns into one council, Circon decided to form a kingdom.

Location: Somewhere the second river south of the Waterdeep river.
 
Nerill (Purple)
The Hall of the Church/Silver Steak
Government type: Benevolent Theocracy
Economy: Average (200/0/250)
Loyalty: Proud (200)
Military/Navy/Magic: (60%/40%)
Overall Military: Defensive
Economy Agenda: Reckless
Science Level: 1
Population: 100,000
Unique Unit: Nerillan Carracks (Fast three-masted sailing ship used for trade and naval warfare)
Military: 2,000 infantry, 1,000 archers
Mages: 100
Nation background: A halfling nation with a long seafaring tradition. Known for it's fast ships and divine magic.
 

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Why is there no Menzobarrenzen, GIVE ME THE DROWS!!!!!
 
Seems nice and simple,but I already spent my ideas for magic nations in the two other NESes.Sorry.
 
@Krimzon: Menzoberranzan is underground ;) BTW, in this NES, you should create your own nation or ask me to create one for you. Those listed are just the permanent NPC's.

Erik, do you prefer a certain colour? Do you prefer coastal or inland? And are you ripping off my ENES background story? ;)

Cleric, NP. ;) Do join if you feel like it.

Steak, will you be the awe-inspiring theocracy of Phion?

Added info on settling in the "additional info" spoiler - check this regularly for updates. Updates are bolded.

One last thing, updates are on Wednesdays. is this OK with y'all? Not today, mind you.
 
Azash said:
Erik, do you prefer a certain colour? Do you prefer coastal or inland? And are you ripping off my ENES background story? ;)
Light red-green, if you please. (eeee44 or so.) And no, because I hadn't even read yoru background story until now, and I don't use dark magic.
 
@Fëanor: Uhm. They were meant to be permanent NPC's, but I don't see why not. You'd need the approval of the other players, though.

@Erik: Coastal then?
 
isnt tethyr in the wrong place?
 
@Fëanor: Uhm, sure. Baldur's Gate and Mithral Hall are now available for use, since they're pretty small. However, I will remove Mithral Hall's epic units should someone choose it.

@Erik: Coastal or inland? ;)

General note: I've been updating the general information again, and added Blackstaff as an epic unit for Waterdeep.
 
@emu: *Furrows brow* Hmm, I don't know. However, this is an althistory ;) I can change it if it disturbs you.

EDIT: Argh! Sorry for double-post.
 
Inland, please.

UU: Shieldmage (negates infantry bonus against mages).


Orders: Spend 50 gold to found a city upriver
Spend 50 gold to research Magical I
Spend 100 gold to recruit 10 mages



P.S. I'm dubious to having a PC take over a "special" nation like Baldur's Gate, but I suppose it's ok if you either run a background check with him or point out to him when he's not acting "in-character" for that nation.
 
I demand that you create me a Menzobarrenzen, any way Mithrilhall is underground as well. ALL HAIL THE DROW!!!!
 
Drow are stupid, a bunch of women control them, you can tell thats doomed to failure.
 
Male chavonist check, whatever they have no morals and are very sneaky, Lady Loth shall guide us.
 
Even if he creates Menzobarrenzen it will be PERM NPC like Waterdeep and Amn
 
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