SSNES: Fall of Wu'di

Silver Steak

The Ghost of SS
Joined
Dec 13, 2004
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I won't muck about, and get straight to business. But do read this, as it may well be the difference between your success and your utter annihilation.

Recruit New Players

It's not too important that you begin with a dozen or more players. It's just so much easier to distract the Empire with large numbers, and it will be so much more interesting when you start killing eachother! :) Lastly, it will ensure the survival of this NES. So go forth and cry out on yonder forum and so on. :thumbsup:
 
Reserved #1 Setting

The Story

The Southern Continent was first settled by a people who called themself the Nethim. The Nethim were primitives, seafaring nomads who wandered from island to island to hunt the game of the sea. Eventually, they spread beyond the small archipelago of Nether, and landed on the north coast of the Blade Coast. Here, they met and mingled with the native barbarians, and eventually settled in several small tribes along the coast. Meanwhile, some of the Nethim spread northwards, and reached the Moonwater Islands. The rich lands they found here eventually led to the rise of a mighty nation which was later to be the Empire of Wu'di.

Three centuries passed, with the Dukedom of Moonwater and the tribes of the Blade Coast oblivious to eachother. Then a series of clashes between the tribal kings occured, resulting in larger and stronger monarchies as several tribes were unified under the war kings. These were the Wars of the Forge, of which the aftermath was a kingdom spanning the western half of the Blade Coast. The Kingdom of Rodea was ruled by one High King with a Council of Kings under him to serve as regional rulers in his stead. Rodea soon became very fond of its overwhelming military might, and went on an expansion rampage to dominate all of the barbarians who lived in the inland that bordered the southern Spine of the World. This, inevitably, called for the fall of the kingdom, which all realms eventually face.

The fall of the Kingdom of Rodea was to come of the Ever-Charging Army's discovery of the Moonwater Islands. The militaristic and expansionist Rodea soon became at odds with the pacifist and culturally refined Moonwater. There were no diplomatic relations to speak of, but Rodea frequently sent raiders to harass the Moonshard settlements in Nelanther. Initially, there were only a few skirmishes, and no large confrontations. Then Rodea began a massive campaign, building large bulky ships to transport an invasion force to the very Moonwater Islands. What they found was a dumbfounded and unprepared enemy, and the glorious capital of Everdrop was looted and razed.

But the Duke of Moonwater managed to rally his forces, and managed to pin the invaders with the clever use of the one tactical advantage they had: Magic. The martial mindset of Rodean society did not provide favorable conditions for magic adepts to study and practice their ability. In fact, adepts were often shunned and despised for their supernatural qualities, and were often cast out or killed outright when discovered. Thus, the Ever-Charging Army no longer charged but were slaughtered by giant fireballs and torrents of water without means to counter the Moon Mages' spells. Soon, the ever victorious army of Rodea was fleeing back to the motherland, half of their number left behind as corpses or captives. Many more died on the voyage back as they were vastly underprovisioned. This led to the pillaging of the Nether Isles, which only angered Moonwater even more.

Half a year afoter being dealt a humiliating defeat, Rodea amassed another invasion force even greater than the last. what awaited them, however, was no longer a sleeping beauty, but a terrible beast. having prepared from this inevitable resume of warfare, Moonwater had raised a terrible army of adept soldiers, warriors skilled in both the use of magic and martial arts. The two vast armies soon met at sea, and the greatest battle of history was fought. Hulking ships of the Rodean Shining Fleet rammed and sank the smaller Moonwater ships, while spell upon spell was hurled at the massive vessels which went up in flames or were torn apart in massive explosions. In the end, the Shining Fleet was nothing more than debris on the waves. It had been annihilated. The Host of Moonwater had many losses, but pushed on towards the capital of Rodea - Torinni, the Pearl of the Blade Coast.

Without warning, the Moonwater ships landed on the Blade Coast, and seized the port town of Torinni, Reannes. From there, a battle that lasted a tenday raged on as nearly every force of the Ever-Charging Army was called back from the southern fronts to save the capital from falling. In the end, they did not manage, and the Adept Soldiers finally fulfilled their Oath to bring retribution for the sacking of Everdrop. The Council of Kings and the High King were executed in various macabre ways and their mutilated bodies hanged from the windows of the Palace for all to see. Even with the enemy pouring back from the frontier, the Moonwater army continued slaughtering the inhabitants of Torinni. At last with the city left lifeless and ravaged, they set it on fire and left. Having done their duty and fulfilled their holy quest, they went home and paraded with the High King's head on a stick.

After the sacking of Torinni, the Kingdom of Rodea began it's rapid decline as barbarians rebelled all over the frontier. Soon, the kingdom was in open revolt, and demanded a rule by the people and the end of absolute monarchy. The result was the formation of the Senate of Galad. Founded on the remains of Rodea, it became the shining embodiment of the people's hope for a better future. This hope shone brightly, but also briefly, as the barbarians who sought vengeance did not distinguish between the old warmonging Rodea and the Senate. After a period of utter anarchy and much bloodshed, the barbarians eventually returned home or settled down.

As the barbarians settled and put on some clothes, the Senate of Galad was revived, and the peaceful realm of Lirkland emerged. Lirkland was where the eastern reaches of Rodea once were, and its capital of Galad was one resembling Torinni of old with magnificent palaces and a bustling population. The Senate of Galad expanded its influence slowly through cultural assimilation, and did not make the mistake of Rodea with rampant military conquests. Others were to play that part.

Torinni was destroyed, but on it's remains was founded the city of Turin. Turin started out as a trade port with ships coming in from all over the Blade Coast and even the western continent of Kulta. Eventually, the combination of profitable trade and newfound magical might caused Turin to swell tremendously really fast. They did not expand their dominace into the continent like their predecessors, but out into the open sea. The goal of the Adept rulers of Turin was naval superiority.

This political agenda naturally provoked Moonwater, and although the conflict was not a military one, the reckless competition for the dominion of the waves was fierce. Turin had one disadvantage, and it was the vastly different scales of the two nations. While Moonwater had a solid national structure, Turin was still in its infancy, and the largely personal ambition of the oligarchic magocracy of Turin became conflictive with the will of the people. Soon, the small riots that emerged now and then turned into a violent uprising. A leader stood up and led the people to glorious liberation, only to enslave them all under a hard and cruel rule only matched by that of Torinni.

Moonwater saw this, and predicted the coming conflict with Turin. Both nations armed their forces in anticipation, but in the end, Turin had to invade in order to avoid losing the war due to their smaller and slower production. This Battle of Mother Ocean lasted two decades, and again, Moonwater was victorious. This time, they did not win because of magical superiority - the old oligarchs of Turin had founded a school of magic in their capital - but simply due to greater population. As the war dragged on, Turin grew weaker and weaker, and in the end was stormed by Moonwater forces and forced to surrender.

After the collapse of Turin, Moonwater remained their presence on the Blade Coast. They eventually expanded to the borders of Torinni at it's zenith, and ruled supreme over the entire southern continent. The realm of Lirkland remained on the map as a vassal state, and what was left of the barbarians in the south had fled further inland into the Spine of the World. The Grand Duke of Moonwater, who had transformed into a demigod through monumental magic, claimed the title of Emperor, and renamed his realm the Empire of Wu'di after himself. His rule was followed by his half-god descendants when he retired to the Heavens to watch over his people from the Moon. This was, however, the end of the Golden Age. Ironically, the decline of the Empire began with it's founding.

Now, the once glorious nation of Moonwater is reduced to a corrupt and harsh rule under the half-god princes. Outwardly, they are united behind one First Prince, but the constantly scheme and contest for the throne. The people of the various districts are beginning to stir. Some have already awakened, like the triplets of Lirkland: Galadinia, Rollux and Pashawan. Lirkland reclaimed it's independence right after the end of Wu'di's rule. The First Prince, not wanting an armed conflict, agreed to a compromise: Lirkland was to be independent, but only as three separated nations. Galadinia is the core of Lirkland based on the Sanate of Galad. Rollux is a magocracy centered on the city by the same name. Pashawan is the interior region of Lirkland with vast steppes and rich farmland.

In the last decade, a full dozen of nations have claimed independence, and the number grows every year. As the half-god princes of Wu'di are struggling among themselves, they are oblivious of the foundations of their empire crumbling. But for how long? And what will become of the new fledging nations? Will they revert to barbarism, or will they carve out a place of their own? Will they cooperate, or will they destroy eachother? And what with the barbarians in the Spine of the World?

As the Fall of Wu'di approaches, you are called to rule your nation to fill the vacuum left by the dying giant. May you find success and glory, and Godspeed.


Magic

Magic-users are commonly known as Adepts. Magic is not, as many of you assume, a power that can be tapped by everyone. No, it does not help with the brightest mind, greatest wisdom or sheer force of will if you do not carry the Spark. The Spark is seen in mortals only rarely, and it's appearance is often gradual, and discovered by chance.

It usually manifests with the coming of age, and the wild powers often causes strange things to happen such as poltergeists and snow in summer. While the Spark itself develops indifferently, it must be harnessed in order to serve as a tool. This control over the Spark is crucial, since the wild magic can often harm or kill it's bearer if left unrestrained. The combination of strange things happening and violent deaths led the primitive people to believe that the Spark was a curse, but equally many managed to harness and tap its magic to great effect. Still, the practice of magic was a chancy one, and many of the Adepts had little control beyond avoiding the Spark to discharge randomly.

With the rise of Moonshard, its high cultural and educational standards led to the study of Adepts and the source of magic. Through training and study, the Adepts soon developed a way to conduit the raw magic into useful spells. This discovery led to a boom of Adepts as the Academy began searching out people with the Spark and train them in order to avoid mishaps and strengthen their magical knowledge and might. This also led to a change in the government. As Adepts began to wield power in the Court, they managed to change the manner of succession to the Ducal throne. Now, the new Duke was always the strongest Adept in Moonshard, along with a Council of Lords and a Council of Adepts.

The knowledge of magic continued to grow with many new spells and eventually, large artifacts containing the vast hoard of lore were made. Each one of these contained one branch of magic, all from the four elements to the secrets of Life and Death itself. These were crucial in the deification of Emperor Wu'di, and gave him the ability to cast all of the known spells at will. Having fulfilled their purpose, the artifacts were stored in separate vaults all over the empire. Half a century later, it was discovered that the artifact libraries were slowly fading, and that the knowledge they stored would vanish. A great effort was made to save as much of it as possible, and they were rewritten on parchment and paper and stored in great halls. After a while, academies were formed around these libraries where Adepts focused on a single branch of magic and drove their proficiency to perfection.

The various nations that are formed are all centered on one of these academies, and their Adepts will have a signature magic. The branch you can choose yourself, but only from this list:

Fire Magic (Adept can conjure and control fire)
Water Magic (Adepts can conjure and control water)
Air Magic (Adepts can make objects fly and control winds)
Earth Magic (Adepts can shape and control the earth)
Nature Magic (Adepts are attuned with nature and can call on animals and plants)
Life Magic (Adepts can heal wounds, revive the dead and grant immortality)
Death Magic (Adepts can inflict wounds, control the dead and grant unlife)
Divination Magic (Adepts can scry far, and divine both past and future. Often cryptic)
Illusion Magic (Adepts can create illusions and can daze/ensnare minds)
Wild Magic (Simple shamanism and uncontrolled magic. Common among barbarians)

Be creative with your chosen signature magic. And what may seem like the weakest of them all may turn out the most powerful with imagination and successful tweaking. It will be possible to choose a type that is already selected by someone, but I will not allow more than two per branch.

Note that Adepts are rare indeed, and are thus limited in number by population. Generally, you can't have more Adepts than 1/1000 of your population.
 
Reserved #2 Rules

Rules

Nation Template

This is the template I will run this NES with. Although all of you know the basics, I will go through them all. And there are some small changes that you should take note of, so I suggest you read it anyway.

NATION TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Population:
Adept (Training):
Army (Training):
Navy (Training):
Magic Type(s):
Economy:
Trade:
Education:
Culture:
Confidence:
Infrastructure:
Projects:
UU:
Nation Background:


Nation Name: Be Creative!
Capital: Capitals will serve not only as the center of your government, but the Academy will also be there. This means that having it captured can result in the library being pillaged or burned to the ground. You cannot train new Adepts if you lose your capital.
Ruler: This will vary depending on the government. You can write great stories about your leader that may or may not grant small permanent bonuses, but the death of that leader will likewise have a negative effect. being innocuous is sometimes a positive trait.
Government: Nuff said. you can choose any form of government, as long as it's not insanocracy or a stoned republic. Bear in mind that Adepts are indeed exclusive, and this inherent unbalance between Adepts and Non-Adepts tends to tip the scale in favor of magocracies.
Population: Each nation will start out at 50000. The population will increase randomly, and Nature magic gives a bonus. For every 200k of population, you get another eco point to spend per turn. This bonus lasts indifferently, as long as your population does not drop back.
Adept (Training): Adepts will come in units of 10. Adepts are good in both offense and defense. Adepts without meat shields are hosed. Their efficiency is dependent on it’s training, but not so much on numbers.
Army (Training): Armies are more varied. For one eco, you can get a set amount of one type of units. These are separated into Light, Medium and Heavy for both Infantry and Cavalry. Their efficiency depends on three factors: their number, training and the tactics you employ. There will still be a random factor in all battles, so do not expect to win because you have a larger and better army than your opponent.
Navy (Training): Ships come in units of 10. Both Army and Navy will have training stats based on the following scale:

Rabble/Conscript/Green/Regular/Hardened/Veteran/Elite/Commando

Magic Type(s): This is the nation's signature magic. As you capture and decipher other Academies, more branches will be open to you. (That's right! You can pillage other Academies to gain additional magic branches! :evil:) For simplicity, Adepts can only be trained in one type, and cannot be re-trained.

Economy: Economy will be represented by five numbers as following: A/B/C/D/E. A is the number of eco points you get to spend every turn. B is the number of eco points you have invested in raising economy. C is the number of eco points needed to reach next level. D is the amont of eco points you have banked. E is for other stuff, like bonus eco from population and so on. Needless to say, you can only spend one point into raising eco every turn. The various eco levels are as follows:

Depression (1/0/3)
Recession (1/0/2)
Mild Recession (1/0/2)
Failing (2/0/3)
Stable (3/0/4)
Growing (4/0/5)
Wealthier (5/0/6)
Prosperous (6/0/7)
Outstanding (7/0/8)
Monopoly (8/0/9)
Monopoly +X (8+X/0/9+X)

Trade: Trade can only be done between bordering nations. Alternatively, those who have coastlines can trade with ships. Overland trade is limited by Infrastructure. You need at least Good to have a trade route, and you can have one more per level above Good.

Naval trade is limited by ships. For every trade route, you need at least 20 ships. Those ships will be bound to the trade. In effect, I will remove those from your stats, but they will advance together with your other ships in training. They can be targeted by enemy ships, so ordering more ships to escort them by placing more than 20 ships in a fleet is a good idea. The only difference between trade ships and other ships is that you cannot accidentally lose your trade due to major losses in a naval battle. Naval trade routes are distinguished by the parenthesis behind, which also denotes how many ships are bound to the trade. If you want to reduce your trade fleet, write it in your orders.

For every trade route, you get 1/2 eco point per turn. These will be banked in your stat, and cannot be reaped before the turn after.

Education: I will not operate with ages, and as such, education might seem like a sinkhole. Still, Education will aid you in all kinds of projects, and certainly in accessing captured magic as well. Education levels are ranked as follows:

None-Illiterate-Tolerable-Literate-Educated-Well Educated-Academic-Enlightenment

Culture: Culture is quite important in this NES, since most rebel nations from the Empire of Wu'di are literally salad bowls of different cultures and peoples. Some ethnicities from pre-Torinni still linger on the Blade Coast, and many of them might come up with the bright idea of rebelling against your new and weaker nation to form their own nation. having a strong and unifying culture saves you a lot of problems internally, and just might tip the scales over in neighboring nations as well. Culture levels are as follows:

None-Divided-Untrusting-Average-Devoted-Patriotic-Nationalistic-Jingoist

Confidence: While Culture might help you unify your subjects, it only hurts you more if they don't trust you. Confidence will help your people endure war weariness, and will sometimes give you free partisan units if invaded by another nation at higher levels. The levels are as follows:

Lynching-Hateful-Resentful-Tolerating-Respecting-Admiring-Loving-Worshipping

Infrastructure: If you do not invest in infrastructure, troop deployment will be severely delayed. This will hurt you both offensively as defensively, since your troops will not be able to reach their destination quickly. Overland trade will also be limited by this stat. Overseas trade will be limited by the size of your Navy. Here are the levels:

Dirt Paths-Pathetic-Tolerable-Good-Efficient-Great-Excellent-Superb

Projects: Do start projects. They are the key thing to do things that are not covered by the rules. Just tell me what it does, and I will tell you how many eco points it costs.

UU: You can have one UU at any given time. This will be slightly stronger than the regular equivalent of the unit. Again, be creative, as UUs that go beyond the narrow scope of the rules are interesting and may grant tactical advantages. Only your imagination (and mine, since I will approve it) is the limit.

Nation Background: Again, write some stuff. This could be a great idea for a story as well. A tale of how your nation took the bold steps towards independence, perhaps? Which brings me to the topic of...

Stories: YES! Please do! Write stuff! This is Be Creative NES!

Orders: Orders in a list somewhere. You can send me a PM, or you can write it on the thread. Note that you cannot simply say "spend 1 eco" on stats like Education and Culture. I will require a description of what you are actually trying to do for that. Choose to ignore this, and you will learn not to do it again.

Complaints on The MOD: *sigh* If you do indeed have something to rant about, send me a PM. I will promise you that I will read it and think on it, and I will not ignore what you have said unless I tell you that I am choosing to ignore it.
 
Reserved #3 PC List

Nation Name: Clous/Swissempire
Capital: Sckeye
Ruler: Lord Win'da, Ruler of the Winds
Government: Enlightened Dictatorship
Population: 170 147
Adept (Training): 30 Weather, 20 Guises (Hardened)
Army (Training): 2500 Light Infantry (Regular)
Navy (Training): None (Rabble)
Magic Type(s): Weather magic
Economy: Stable (4/0/5/0/0)
Education: Educated
Culture: Average
Confidence: Respecting
Infrastructure: Efficient
Projects: Weather Academy (Complete), Weather Globes (Complete), The Godshere (5/12)
UU: The Guises
Nation Background: Since the beggining of time, the Clous Tribes have been nomadic, worshipping the Sky God, Ruler of Weather. These tribes would recognize the spark in their young early, but since it was rare, would isolate them, and train them in Skyick, a special magic they beleived came from powers granted to them by the Sky God. The most talented of these Adepts would be choosen and would have to choose to specialize in either Sun, Wind, Rain, Lightning, Clouds, or Cold. These Great Adepts would make up the weather council. They would elect the most powerful leader as ruler. Recently, with the acension to the throne by Lord Win'da, the Clous settled down to form a nation.

Nation Name: Felaskhar Betrayed
Capital: Waterdeep
Ruler: Waterlord Dareos Faskral
Government: There's a council of six people, which consists of three adepts and three other people, one pirate, one trader and one general. This council will choose their ruler from the people of Felaskhar.
Population: 114 745
Adept (Training): 155 Sealords (Veteran)
Army (Training): 5600 Light Infantry (Hardened)
Navy (Training): 30 Sea Serpents (Commando)
Magic type: Water magic
Economy: Stable (3/3/4/0/0)
Education: Educated
Culture: Devoted
Confidence: Admiring
Infrastructure: Good
Projects: Water Elementals (Complete) Merman Project (Complete) Men of the Sea (Complete), Sea Serpents (Complete)
UU: Sealords
Nation Background: Felaskhar is an underwater nation of strange amphibious humans. They recently went through a magical transformation that allowed them to live on the ocean bed, out of reach from their dreaded enemy, the Empire.

Nation Name: Kingdom of Benethrezim Cleric
Capital: Drach'nyen
Ruler: Seth Dethos
Government: Magocracy (Majestic Council of Twelve)
Population: 183 573
Adept (Training): 10 Riders of the Storm, 40 Death Adepts (Veteran)
Army (Training): 2300 Light Infantry, 300 Heavy Infantry, 550 Bowmen, 1350 Vampyr (Hardened)
Navy (Training): 60 Caravels (Regular)
Magic Type(s): Death Magic (SETH DETHOS HAS DEATH AND FIRE MAGIC)
Economy: Wealthier (5/0/6/3/0)
Trade: Ramon, Shaemar Total: +1
Education: Educated
Culture: Average
Confidence: Tolerating
Infrastructure: Efficient
Projects: Frost Forge (Complete), Morag Tong (Complete), Barad-dûr (Complete), Kindred (Complete), Fireball (Complete), Sapphiron (5/12)
UU: Vampyr
Nation Background: In the lands to the north the Horusians grew tired of corrupted princes and high taxes.With the help of twelve great elders and a mysterious leader they have rebelled against the ruthless Wudi dictatorship.Now they seek allies who will help them lead the Black Crusade to once and for all exterminate the Wudi demigods.

Nation Name: Kingdom of Soltyria Reno
Capital: Cha'dra
Ruler: King Numalith I (Advisory Archwizard Ged)
Government: Elective Monarchy
Population: 686 013
Adept (Training): 70 Wardruids of the Moon, 10 Air Adepts, 30 Fire Adepts (Veteran)
Army (Training): 4250 Light Infantry, 4950 Shire Pikemen, 600 Light Cavalry, 300 Bowmen, 500 Longbowmen (Veteran)
Navy (Training): 30 Caravels, 30 Carracks, 20 Frigates (Veteran)
Magic Type(s): Nature Magic
Economy: Stable (3/2/4/1/+3)
Trade: Shaemar Total: +0.5
Education: Educated
Culture: Patriotic
Confidence: Respecting
Infrastructure: Good
Projects: Violet Citadel (Complete) Magic Detectors (Complete) Unifying the People (Complete) Wizards of the Flame (Complete), Conjurer of the Waves (Destroyed)
UU: Wardruids of the Moon
Nation Background: After Bellfern welcome the refugees from Westshire, the nation went through a massive reform that also changed the government from a magocratic council to the now Solonian-Tyrian nationalistic monarchy.

Nation Name: Konahn TerrisH
Capital: Konahn
Ruler: Konahn
Government: Multi-tribe Chiefdom
Population: 502 104
Adept (Training): 50 Wild Walkers (Regular)
Army (Training): 3300 Light Infantry, 1250 Heavy Infantry, 200 Light Cavalry, 100 Heavy Cavalry, 1000 Bowmen (Regular)
Navy (Training): 40 Caravels (Rabble)
Magic Type(s): Wild magic
Economy: Stable (4/3/5/0/+2)
Education: Literate
Culture: Average
Confidence: Respecting
Infrastructure: Excellent
Projects: Academy of Empowerment (Complete), Control (Complete), Taming the Lands (1/5)
UU: Wild Walkers
Nation Background: After a period of decentralization, Empire Konahn went on a sweep to quell the rebels and dissidants. Now the Empire of Konahn stands strong in the Spine of the World. Still, their remoteness cuts them off from the civilized world. Will they thrive in peace, or will they seek revenge for ages of mockery by the city-dwellers?

Nation Name: Kingdom of Ramon tossi
Capital: Ramonia
Ruler: King Maronas
Government: Monarchy
Population: 362 837
Adept (Training): 70 Fire Adepts, 1 Knight of the Flame (Hardened)
Army (Training): 2600 Light Infantry, 2650 Wrath Knights, 300 Heavy Cavalry, 300 Bowmen, 500 Longbowmen (Elite)
Navy (Training): None (Rabble)
Magic Type(s): None
Economy: Prosperous (6/1/7/5/+1)
Trade: Benethrezim Total: +0.5
Education: Educated
Culture: Patriotic
Confidence: Respecting
Infrastructure: Efficient
Projects: The Fire Summoning (Complete) Mines of Airom (Complete), Aflame Again (Complete), Era of Peace (1/7)
UU: Wrath Knights
Nation Background: The Benethim in these lands have for too long endured the corrupt rule of the Wu'di. When one day a noble lord proclaimed himself King of the Eastern Heartlands he was able to rise the people in great numbers. He spoke of a vision when the Bethrim would again rule over the entire continent...

Kingdom of Pashawar Erik Mesoy
Capital: Pesh
Ruler: King Trybalt I
Government: Feudal Monarchy
Population: 388 863
Adept (Training): 180 Nature (Commando +1)
Army (Training): 5900 Light Infantry 2100 Heavy Infantry, 2150 Winged Heralds, 350 Heavy Cavalry, 1500 Bowmen, 900 Longbowmen (Veteran)
Navy (Training): 70 Carracks (Veteran)
Magic Type(s): Nature Magic
Economy: Growing (4/3/5/1/+1)
Trade: Wu'di (80 Caravels), Rollux Total: +1
Education: Enlightenment +1
Culture: Patriotic
Confidence: Loving
Infrastructure: Excellent
Projects: Three Cities (Complete), Greenbound Academy (Complete)
UU: The Winged Heralds (Light Cavalry)
Nation Background: Pashawar is a kingdom of rich fields and pastures.

Nation Name: Shaba Fryzer
Capital: New Gardens
Ruler: Nadime Senkrist
Government: Council of Mages
Population: 615 307
Adept (Training): 100 Earth Adepts, 50 Illusion Adepts (Veteran)
Army (Training): 1150 Light Infantry, 1200 Heavy Infantry, 2600 Shabows, 300 Heavy Cavalry, 1150 Bitran Knights, 1000 Longbowmen (Veteran)
Navy (Training): None (Rabble)
Magic Type(s): Earth Magic, Illusion Magic
Economy: Growing (4/3/5/1/+3)
Trade: Rollux, Cairo Total: +1
Education: Academic
Culture: Patriotic
Confidence: Loving
Infrastructure: Great
Projects: Farming the Land (Complete), Algarian Horses (Complete), Farming the Land II (Complete)
UU: Shabows (Light Cavalry)
Nation Background: The nation of Shaba broke out of Wu'di and is now located at the southern steppes near the river. The former farmers has taken up arms against the tyrany of which they have lived under. Still agriculture stands strong among the population, but soldiering is now becoming a popular profession for young adults. Both the military Acadamy and Mage Acadamy is located in the Gardens of the Moon.

Nation Name: Shaemar Azash
Capital: Dragonreach
Ruler: The Chosen of Shaemar
Government: Oligarchy
Population: 363 990
Adept (Training): 100 Red Dragon Disciples (Elite)
Army (Training): 4500 Light Infantry, 1700 Heavy Infantry, 300 Dragonpowder Musketeers (Hardened)
Navy (Training): None (Rabble)
Magic Type: Fire Magic
Economy: Prosperous (6/1/7/1/+2)
Trade: Horus, Soltyria Total: +1
Education: Academic
Culture: Nationalistic
Confidence: Loving
Infrastructure: Excellent
Projects: Merchant Guild Manipulation (Complete), Red Dragon Flights (Complete), Rage of the Red Wyrm (Complete) Draconic Embrace Prime (Complete) Dragoncall (Complete), Draconic Embrace Second (Complete), Renaissance (Complete), Dragonpowder Prime (Complete)
UU: Red Dragon Disciples (Fire mages with hardened, scaly skin, wings and capability of breathing fire.)
Nation Background: After a night of drinking excessive amounts of Shaemar moonshine, Gorak the Buffoon discovered his powers as Adept had developed into a brand of fire magic, also giving him the ability to breathe fire with the help of a special enchantment placed upon him by the moonshine. In his imagination, he was now a relative of Red Dragons, and thus he founded the nation of Shaemar centered around his new abilities. Holidays are celebrated 12th April every year, and only the finest, original Shaemar spirits will do as a drink. It should be noted that the dragon-like scaling begun to develop due to the belief that the Red Dragon Disciples truly were dragonkin - a powerful example of magical suggestion.
 
Reserved #4 NPC List

NPC List

Middle Empire of Wu'di
Capital: Pordreve
Ruler: First Prince Crotius
Government: Imperial Dictatorship
Population: 161 873
Adept (Training): 80 Adept Soldiers (Elite)
Army (Training): 1150 Light Infantry, 200 Light Cavalry, 250 Heavy Cavalry, 700 Bowmen (Veteran)
Navy (Training): 45 Carracks, 35 Frigates (Veteran)
Magic Type(s): Life magic
Economy: Growing (4/0/5/0/0)
Trade: None
Education: Academic
Culture: Patriotic
Confidence: Respecting
Infrastructure: Great
Projects: Boiling Bombs (Complete)
UU: Adept Soldiers (Adept)
Nation Background: The Empire has fragmented into small factions. Will it finally crumble and vanish, or will it survive yet?

Northern Empire of Wu'di
Capital: Peovredr
Ruler: Prince Scuriot
Government: Imperial Dictatorship
Population: 132 248
Adept (Training): 25 Adept Soldiers (Elite)
Army (Training): 1150 Light Infantry, 450 Heavy Infantry, 350 Light Cavalry, 150 Heavy Cavalry, 200 Bowmen (Veteran)
Navy (Training): 10 Carracks (Veteran)
Magic Type(s): Water magic
Economy: Stable (3/1/4/0/0)
Trade: None
Education: Academic
Culture: Patriotic
Confidence: Respecting
Infrastructure: Great
Projects: Boiling Bombs (Complete)
UU: Adept Soldiers (Adept)
Nation Background: The Empire has fragmented into small factions. Will it finally crumble and vanish, or will it survive yet?

Southern Empire of Wu'di
Capital: Ver Pedro
Ruler: Prince Scrotum
Government: Imperial Dictatorship
Population: 185 262
Adept (Training): 15 Adept Soldiers (Elite)
Army (Training): 500 Light Infantry, 150 Heavy Infantry, 250 Light Cavalry, 200 Heavy Cavalry, 250 Longbowmen (Veteran)
Navy (Training): 45 Carracks (Veteran)
Magic Type(s): Earth magic
Economy: Stable (3/0/4/0/+1)
Trade: None
Education: Academic
Culture: Patriotic
Confidence: Tolerating
Infrastructure: Great
Projects: Boiling Bombs (Complete)
UU: Adept Soldiers (Adept)
Nation Background: The Empire has fragmented into small factions. Will it finally crumble and vanish, or will it survive yet?

Western Empire of Wu'di
Capital: Deverrop
Ruler: Prince Suitorc
Government: Imperial Dictatorship
Population: 82 468
Adept (Training): 10 Adept Soldiers (Elite)
Army (Training): 1100 Light Infantry, 150 Heavy Infantry (Veteran)
Navy (Training): 35 Carracks (Veteran)
Magic Type(s): Nature magic
Economy: Stable (3/0/4/0/0)
Trade: None
Education: Academic
Culture: Patriotic
Confidence: Tolerating
Infrastructure: Great
Projects: Boiling Bombs (Complete)
UU: Adept Soldiers (Adept)
Nation Background: The Empire has fragmented into small factions. Will it finally crumble and vanish, or will it survive yet?

Dominion of Rollux
Capital: Vishad
Ruler: Archmage Riccul the Lichlord
Government: Magocratic Caste System
Population: 157 865
Adept (Training): 150 Death (Elite)
Army (Training): 3750 Undead Sargeants (Veteran)
Navy (Training): None
Magic Type(s): Death Magic
Economy: Growing (4/0/5/5/+1)
Trade: Wu'di (20 Caravels) Total: +0.5
Education: Academic
Culture: Untrusting
Confidence: Tolerating
Infrastructure: Efficient
Projects: Eternal Tower (Complete), Sphere of Influence (Complete), The Cauldron (Complete), The Vortex (Complete)
UU: Arcane Guardian (Heavy Infantry)
Nation Background: A strict magocracy based on a clever caste system with the Lich-Adepts on top.

Kulta
Capital: Orzema
Ruler: Azuma the Leopard Witch
Government: Tribalism
Population: 457 806
Adept (Training): 150 Illusion (Commando)
Army (Training): 5650 Ape Warriors, 2750 Heavy Infantry, 3450 Bowmen (Veteran)
Navy (Training): 220 Caravels (Veteran)
Magic Type(s): Illusion Magic
Economy: Growing (4/0/5/0/+2)
Trade: None
Education: Educated
Culture: Devoted
Confidence: Respecting
Infrastructure: Good
Projects: Phantom Islands (Complete), Rising Again (Complete)
UU: Ape warriors (Light Infantry)
Nation Background: Kulta is a tribal nation living in the vast jungles of the Western Continent.

Cairo
Capital: Cairo
Ruler: Governor Terrator
Government: Oligarchy
Population: 150 303
Adept (Training): 80 Life (Commando)
Army (Training): 3450 Light Infantry, 2750 Cairen Defenders (Veteran)
Navy (Training): None
Magic Type(s): Life Magic
Economy: Stable (3/3/4/5/0)
Trade: None
Education: Well Educated
Culture: Patriotic
Confidence: Respecting
Infrastructure: Efficient
Projects: The Great Furnace (Complete), New Home (Complete), Rebuilding (Complete), Revival (5/8)
UU: Cairen Defenders (Heavy Infantry)
Nation Background: Rich in mineral deposits, Cairo was the most important frontier settlement of Wu'di, until its governor rebelled.
 
Reserved #5 Units List

Units List

Army Units

Light Infantry: Cannon fodder. Equipped with leather armor, spear and shield 1000 per eco
Heavy Infantry: Elite infantry. Equipped with splint mail, battleaxe and large shield 300 per eco
Light Cavalry: Scout and skirmisher. Equipped with leather armor, scimitar and buckler 300 per eco
Heavy Cavalry: Elite cavalry. Equipped with splint mail, warhammer and large shield 100 per eco

Bowmen: Basic archers. Equipped with padded armor, shortbow and mace 500 per eco
Longbowmen: Best ranged unit. Equipped with leather armor, longbow and shortsword 200 per eco

Navy Units

Caravels: Fast trade vessel, but small and weak 20 per eco
Carracks: Sturdy and spacious, a decent warship 10 per eco
Frigates: The Warship. Not suited for trade 5 per eco

Adepts

10 per eco. you may only train full 10s of Adepts, of which all must belong to the same branch.

Unique Units:

Wu'di: Adept Soldiers (Adept/Light Infantry) These Adepts can hold their own in melee.
Galadinia: Knights of Galad (Heavy Cavalry) These knights wield lances and charge their enemies.
Rollux: Arcane Guardians (Heavy Infantry) These are specialized in protecting Adepts in battles.
Pashawan: The Winged Heralds (Light Cavalry) These are very fast, and act as scouts, spies and sentries.
Kulta: Ape Warriors (Light Infantry) These are guerrilla units, skilled in ambush and flanking.
Westshire: Shire Pikemen (Heavy Infantry) These carry long pikes, and gain first strike against cavalry.
Cairo: Cairen Defenders (Heavy Infantry) These are the city guards of Cairo, and the civic police.
Shaba: Shabows (Light Cavalry) These are light cavalry with recurve bows.
Shaemar: Red Dragon Diciples (Adept) These are Adepts who can also breath fire when in melee.
Bellfern: Druids of the Moon (Adept) These are powerful Adepts who are the ruling class of Bellfern.
Lochia: Rebd Mongrols (Adept) These are Adepts on horseback. Very agile and able to outrun infantry.
Delenor: Bowmen of the Wind (bowmen) These are bowmen who call on the wind to guide their arrows.
Jaid'Almain: Jaid’Ahemani (Fists of Jaid) (Heavy Infantry) These are hulking men with truly terrifying appearance.
Felaskhar: Sealords (Adept) These Adepts are attuned to the ocean and are highly skilled at manipulating water and waves.
Horus: Riders of the Storm (Adept) These Adepts ride on the backs of amphibious lizards, and cast :cool: ice magic.
Ramon: Knights of the Flame (Adept) These Adepts are specially trained to ride beings of pure flame, and are quite terrifying.
Konahn: Wild Walkers (Adept) These Adepts are attuned to the woodlands and use their magic in harmony with the trees.
 
Reserved #6 Cultures

Ethnic Groups/Cultures:

Nether + Moonwater Islands (Nethim): These, you know. The people who settled the Moonwater Islands and eventually became the masters of the entire Southern Continent. The Nethim are the largest ethnic group, the most widespread and by far the most powerful. Their culture is a naval one, and the people is tied to the ocean. Their language is this world's lingua franca. Still, rebelling nations make it a point to differentiate themselves from this pillar of civilization, since it constantly reminds of the old Empire.
The Heartlands (Benethim): The Benethim are the descendants of the old warring tribes that became Rodea. They're sitting in the heart of the Southern Continent, and as such is a waymoot for all the various cultures. The Benethim are famous (or, if you will, infamous) for "stealing" the best of all the other cultures. They can translate a Bralani verse to Nethim, and then sing it to a Cairen tune while dancing a Tyrian sailor jig.
Kulta + Bralan (Kultan/Bralani): Kulta is the western neighbour of Wu'di. Although not technically among the barbarians, this people live in a great jungle that covers most of their continent. The moist and foggy land has never been attractive for the Empire's colonists, and it was better left that way, since Kulta boasts a large though primitive army, and the jungle is almost impossible to navigate. Kulta often trades iron goods for skins and kava, a popular beverage in entire Wu'di.
The Western Shelf (Tyrian/Solonian): The Western Shelf is populated by the Tyrian along the Blade Coast, and the Solonian in the interior. These people are hearty, enjoy festivities and take passion in perfecting their art. Although they have a long history of being oppressed by both Torinni/Turin and the aging giant Wu'di, they are still have strong cultural ties and similarity. The seafaring Tyrians had a hard time under the Turin raids and competition. Likewise, the Solonians often experienced forced drafting and slave labor under Torinni. Now, they have claimed independence, and bravely take up arms to challenge the Empire.
The Borderlands (Garadi/Mirabian/Zhortim): These are the remnants of the colonies of Rodea. While their capital was sacked, many generals saw that the battle was lost, and dissented. They quietly disbanded their armies, and let the barbarians storm Rodea proper. After a year or so, they rearmed, and carved their own small kingdoms. These eventually allied, and grew together, but never aspired to revive the old Torinni. This was both because of the new Turin, and because doing so would unerringly provoke Moonwater and the barbarians. The people of The Border Kingdoms are industrious and disciplined, reflecting the age-old traditions of Rodea itself.
The Steppes (Bajuim/Karaim): The Steppes are dominated by the horse nomads of Bajuim. The Bajuim were the last conquest of the Empire, only older than the frontier settlement of Cairo. The distance from Wu'di proper meant that they were subjects only in the name for a long time, although tax collectors would come now and then to retrieve the tithes. The Bajuim are not as refined culturally, but their skill as riders are unmatched in all of Wu'di, and many Bajuim scouts serve as imperial heralds and spies. Recently, some of the Bajuim living closer to Wu'di proper have settled down to adopt an urban life style. These are shunned by the Bajuim, and the relations between the two cultures are frigid.
Cairo (Cairen): Cairo was settled due to the large metal deposits found in its hilly terrain. A gold rush was followed by great iron and copper mines, and a large chunk of Wu'di's metal is excavated from Cairen mines. The Cairen people are tough, and their culture is a homely one, valuing the family and solidarity. This can be seen as an effect of multiple cultures merging (due to the gold rush, hopeful people from all over Wu'di came to prospect), and the danger associated with mining. Teamwork is required, both to avoid disasters and since cave-ins always leave behind helpless families. As the great onrush of settlers cooled down, the people of Cairo soon placed another cultural region on the map.
Lirkland (Galadian/Rollen/Pashawani): The people of Lirkland are peace-loving and friendly, if a bit self-important. They look upon themselves are the leading dissenter, and are obviously proud of their successful divorce with the Empire(which went smoothly because of skilled politics and maneuvering). Although they have this common victory, the three nations of Lirkland are becoming more and more apart as the nations follow their own agendas. Galadinia is still the Lirkland of old, and continues to hold on to the Senate and a reign of representatives. Rollux is a typical magocratic oligarchy with a clever caste system that's being adopted by other similar governments. Pashawan is a rural region with few large settlements outside its capital, which houses a feudal king. Pashawan is also being deprived of Adepts, as Rollux continually searches it's lands for persons carrying the Spark.
 

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Reserved #7 Map. The Beginning.
 

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Reserved #8 Stat Levels

Education: None-Illiterate-Tolerable-Literate-Educated-Well Educated-Academic-Enlightenment

Culture: None-Divided-Untrusting-Average-Devoted-Patriotic-Nationalistic-Jingoist

Confidence: Lynching-Hateful-Resentful-Tolerating-Respecting-Admiring-Loving-Worshipping

Infrastructure: Dirt Paths-Pathetic-Tolerable-Good-Efficient-Great-Excellent-Superb

Trade Routes (based on Infrastructure): 0 - 0 - 0 - 1 - 2 - 3 - 4 - 5

Military Training: Rabble-Conscript-Green-Regular-Hardened-Veteran-Elite-Commando
 
Reserved #9 You Never Know

Player Nation Template

Nation Name: Be Creative.
Capital: Name it. Be Creative
Ruler: Personified or not, Be Creative
Government: Be Creative (Magocracy predominant)
Population: 50 000
Adept (Training): 20 (Green)
Army (Training): 1500 Light Infantry (Green)
Navy (Training): None (Rabble)
Magic Type(s): Pick One
Economy: Stable (3/0/4/0/0)
Education: Educated
Culture: Average
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
UU: Be Creative
Nation Background: Be Creative

THE CLOCK HAS PASSED 24:00. LOCATIONS ARE NOW UP FOR GRABS! START RESERVING!
 
Reserved #10 Because I Told You So

Forests/Swamps Map
 

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Swiss Bezerker said:
so, when is this going to be ready?

....:dubious:

How on earth did you manage that? You are aware that I have to track you down and kill you now, right? :sniper:

EDIT: Stop rolling around! It makes aiming difficult! :p
 
Can we start as barbarians along the spine of the world? Or do we have to be rebels?
 
You do not have to bother calling on the MODs. It's fine.

You can start as the barbarians, but you will start with Wild Magic, sucky infrastructure, low education, divided culture and what not. :p In other words, I don't recommend it, but you can try to convince me otherwise.
 
The time has passed 24:00. This NES has officially started. Locations are up for grabs!
 
Player Nation Template

Nation Name: Be Creative.
Capital: Name it. be Creative
Ruler: Personified or not, Be Creative
Government: Be Creative (Magocracy predominant)
Population: 50 000
Adept (Training): 20 (Green)
Army (Training): 1500 Light Infantry (green)
Navy (Training): None (Rabble)
Magic Type(s): Divination
Economy: Stable (3/0/4/0/+2)
Education: Educated
Culture: Average
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
UU: Be Creative
Nation Background: Be Creative

we start our own nations?
 
I join:

Nation Name: Lochia
Capital: Name it. Versov
Ruler: Javer I
Government: Magocracy
Population: 50 000
Adept (Training): 20 (Green)
Army (Training): 1500 Light Infantry (green)
Navy (Training): None (Rabble)
Magic Type(s): death
Economy: Stable (3/0/4/0/+2)
Education: Educated
Culture: Average
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
UU: Be Creative
Nation Background: Located on the coast in the bay between the two peninsulas, the highly populated region has rebeled, with great thoughts of a future nation, much is expected to happen in the comming years
 
Duly noted, SB. Are you sure you want Divination?
 
Nation Name: Delenlor
Capital: Delril
Ruler: Lord Faler
Government: Advisory council of mages selects a leader when the old one dies.
Population: 50 000
Adept (Training): 20 (Green)
Army (Training): 1500 Light Infantry (green)
Navy (Training): None (Rabble)
Magic Type(s): Air Magic
Economy: Stable (3/0/4/0/+2)
Education: Educated
Culture: Average
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
UU: Be Creative
Nation Background: Located on the plateaus surrounding the largest lake on the southern continent, the people of Delenlor have chosen to rise up and blow away the hated Empire of Fa'el.

delenlorlocation.png


OOC: I assume that you messed up and we can start with whatever magic type we want. Right?
 
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