SSNES2: "In God We Trust"

Silver Steak

The Ghost of SS
Joined
Dec 13, 2004
Messages
3,718
Location
NeoChristiania
The Story, in brief

The Gods have all died. The charred earth is dotted with small huddles of mortals. They've just experienced the extermination of all immortals, those who were worshipped are all gone. They started to rebuild in their brave new world. The grew, settled, and continued to thrive. The Gods were all forgotten. Until the coming of Yorn. Yorn, the otherworldly entity saw the mortals with no deities to rule them, and it was WRONG. He set to create new Gods by planting in the mortals an urge to seek and worship immortal beings, and he also planted the seeds to the Gods. Now, brave leaders who have just grasped their new divine sparks and eternal life arise to claim the worship of all mortalkind! But numerous rivals and heretics stand in their way! This can only mean one thing: WAR! And so, the Age of Yorn arrived.

Objective:


To gain as much Faith as possible, or stomp out all other religions. Your choice.

The Hero/The God

Each player starts with a hero. This hero is the God of your religion, and is present on the Earth by incarnation. In short, your Hero is a corporeal avatar. Still, as a deity your power originates in the faith of your believers. This means you will be able to ressurect your Hero, should he get him/herself killed. Such foolishness will be punished with your religion being NPC'd for one turn, suffering from lack of proper divine leadership. If you want to, you can be an agent for an even greater deity, or something even more excentric. Just write it down when you join up and I'll decide if I'll let you play it or not. I will generally not allow insane, incoherent or inappropriate ideas. Alternatively, I will allow these, and your religion will suck horribly.

The Hero has three different stats. These give a measure at what the hero excels at. The Stats are Leadership, Tactics, and Divine. At the beginning, you choose which stats you want your hero to master. Ranking is text-based, and might change with the course of the game. The ranks are:

Terrible (0~3) - Poor (4~7) - Average (8~11) - Good (12~15) - Great (16~19) - Wonderous (20~23) - Epic (24~27) - Divine (28+)

The stats will increase with your Faith. Every time your herd of believers increases over 10k(x) believers, you will gain an additional point to spend on either Leadership, Tactics OR Divine.

Leadership: How well your hero can affect mere mortals and make them follow him into, say, their certain deaths. Also, Leadership helps organizing the government and maintaining stability. High Leadership makes establishing a firm rule over conquered lands easier and faster.

Tactics: How well your army fights, and how efficient they are at other tasks. With high Tactics, you will win duels more often, have fewer losses and kick more butt on the battlefield.

Divine: Your hero's God stat. Helps convert mortals, affects Mana recovery (see below) as well as being a positive factor in nearly all situations. Possibly the most important Hero stat.

To make your hero's sats, you must assign points to them. You start with 15 points, and may allocate them freely on Combat and Leadership, but not on Divine. Each point will make one stat go one notch up. The divine stat will initially be Average(8) for everyone, and can only be raised through new believers.

Artifacts: Each hero will start with one artifact. This will be given following the example of Battle Royale: random starting gear. This is, also faithfully sticking to the mentioned example, to extinguish some of the inherent advantages or disadvantages found in all competitions. If you don’t like what you get, you can always whine or throw it away. Above all, feel free to consider killing your fellow players if they won’t give you their artifacts freely. IMPORTANT NOTE: YOU CAN ONLY HAVE TWO OF THEM IN USE AT ANY TIME! If you want to swap one or both of them, send it with your orders and your stats will change right before the update. Note that some artifacts are hidden in the world, and may be found by players or NPCs who search for them. Also, the queer and peaceful among you might even consider swapping artifacts for mutualy benefit...

Game Mechanics

Your nation stats are Military, Wealth and Faith. Each stat will be represented by two scores (A/B). The first one is your actual score, and the second is the maximum score. Merely invading a territory does not grant new recruits, taxes and believers. You must wait a while before the local population is accustomed to the new government and faith before reaping the fruits of your conquest. Bringing your leader to the frontline is great for this purpose. Also, writing stories always "helps", aside from making it all much more interesting. As in the immortal words of stalin006: "Storywriters get random events!" or something.

Military: Your military stat will appear as follows: (A/B) A is the size of your current army. B is the maximum size. Every turn, I want you to write in the update how many troops are placed where, along with simple tactics. Note that if your army size goes over the limit, you must pay upkeep. This can happen if you lose land to enemies, or otherwise lose support. You can spend gold to avoid the negative consequences, either by having a buffer in your coffer or by spending gold on it for the next update. You can only recruit up to 1/5 of your maximum per turn. This might be stretching it, though, so bear in mind that you are not guaranteed that many every turn. Your believers may start to revolt, or convert. Every turn, I want you to tell me how many percent you are recruiting, if any at all.

Addendum: The recruitment is basically cost-free! However, if you want to equip your soldiers with metal weapons, it will cost 1000 gold per 600 soldiers or 6 ships. (So recruiting 900 with sticks and stones will cost as much as 600 with proper weapons.) You must first have access to the metals to be able to do so.

Here are the Military support rules:
Population * Maximum Army Size * Maximum Navy Size
10 000 * 1000 * 10 Ships
20 000 * 2000 * 20 Ships
30 000 * 3500 * 35 Ships
40 000 * 4500 * 45 Ships
50 000 * 6000 * 60 Ships
60 000 * 7000 * 70 Ships
70 000 * 8500 * 85 Ships
80 000 * 9500 * 95 Ships
90 000 * 11000 * 110 Ships
100 000 * 12000 * 120 Ships
110 000 * 13500 * 135 Ships
120 000 * 14500 * 145 Ships
130 000 * 16000 * 160 Ships
140 000 * 17000 * 170 Ships
150 000 * 18500 * 185 Ships
160 000 * 19500 * 195 Ships
170 000 * 21000 * 210 Ships
180 000 * 22000 * 220 Ships
190 000 * 23500 * 235 Ships
200 000 * 24500 * 245 Ships

Note that the total military counts towards your maximum. This means I will add the effective size of both army and navy to calculate wether or not you've exceeded the max and must pay upkeep. With 10k population, you can have 500 army and 5 Ships. Recruitment will be handled the same way. If you have 50k population, you can recruit 700 army and 5 Ships.

Upkeep will be paid for units that exceed the max. If upkeep is not paid, these units are disbanded and will be removed from your stats. you can risk ending up recruiting units, only to have them disbanded due to lack of upkeep in the same update, so make sure you can afford the units. Upkeep will be 500 gold for every 300 army or 3 Ships exceeding the max.

Wealth: How much Gold you get through taxes every turn. Measured in thousands for simplicity. Your Wealth stat will be shown as follows: (A/B/C) A is the amount of gold you get at the beginning of every turn. B is gold banked, if any. Demestic and foreign debt is also recorded here. C is the income/loss you have from trade centers or tributes. Economy can be spent on a great number of things, ranging from funding missions to founding new cities, or building great wonders to glorify your Hero and religion. Just write with every order what you are spending how much on.

Faith: How many believers you have in your nation. This is the most important stat IMO. It will be a measure of your religion's size and extent. Faith stat will appear as follows: (A/B/C/D) A is the amount of believers, measured in thousands. B is your current Mana. C is the amount of Mana you regenerate per turn. D is maximum Mana. Mana allows you to cast magic through your Hero. Your spells will not have a set amount of Mana cost, and you will have to specify how much Mana you are expending every turn. Mana regenerates automatically, based on C. C is calculated out of your Faith, and your Divine stat. Obviously, having a high Divine stat increases the Mana recovery, but not the maximum.

There is one last sub-stat to Faith, which is the Force stat. This is basically a measure of how well your religion is doing ATM. It will be a score from 0~100, and will be measured by looking at your religions' success and popularity, compared to the others. Do not despair, however, if you have a low Force score. The actual difference can only be read through comparing all of the stats (and much else besides). Likewise, do not rest too easy on your uppity upp score. It is easier to fall than it is to climb.


Magic: This is a large part of all the fun. Instead of having a tricky system with lost of spell lists and Mana costs, I went for an entirely clean and simple system. In short, your magical strength are determined by your Mastery.

There is one major restricting to spellcasting: your Hero. the onle one who can access these divine powers is your Hero, and he must be relatively close to where the magic is going to take effect in order to cast the magic successfully. This means you can't hurl a fireball into the air, ICBM style, and have it land in the palace of your rival, killing him instantly. Also, no spell is permanent. If you want the sky to be always blue, you need to cast the spell that does it every turn.

Magic is also separated into subtypes. This is to make the players focus in a few branches, and making it easier to combine and describe magical effects. The specialization also allows players to gain different levels of Mastery. If you only have one branch, you will be Level 3. If you have two, Level 2 and likewise 1 if you have three branches. The Masteries signify how effective your magic is. Specializing in one branch will give greater effects than multiple ones, but you might be wanting to combine magical effects of two branches to create specific effects. It is entirely up to you, and it is by no means said that one or the either is the best choice.

Feel free to describe the "spells" you cast. This will allow me to write better updates, as well as they might prove a little bonus if it is logical. Still, if you describe an ICBM fireball spell or something rather, you might just fry away Mana with no result. Keep it real, and don't try to do overly fancy stuff unless you have a Divine level Divine stat.

Mastery affects spellcasting in the following ways:

Level 3: 240% Spell efficiency
Level 2: 100% Spell efficiency
Level 1: 60% Spell efficiency

As you can see, having several branches of magic will decrease the effect of your magic. Likewise, choosing only one will let you excel in it. As already described, this is for players to decide their own style of play and maintain diversity. It will prove interesting what combination will be the most successful in the end.

The various schools/branches are as follows:

Fire
Water
Earth
Air
Life
Death
Nature
Illusion

Trade: This won’t be a great NES if you cannot trade your goods. There will not be any trade routes, however. Trade centers will be on the map, which gives an income bonus. These will be more or less constant ones, unless they are destroyed by war, or new and better ones are "made". You will not be able to control trade, other than restricting it, but you can encourage trade in your nation. Mostly, though, trade regulates itself, and centers will come and go in accord with what is happening in the world.

You can make all sorts of trade agreements with fellow players, but do remember everybody else is, ultimately, your rivals. As in the great spirit of Battle Royale: There can be only one! Do backstab and betray eachother, as this ensues in many conflicts and lots of bloodshed. I do expect war, not ”Priests of Catan”.

Note that you are not "out of the game" until you've lost all of your believers! Converts don't simply vanish as soon as you lose a territory. This means an exiled hero will be able to cast spells even though he doesn't get any income or recruits. This also means you need to be careful with your Hero. Sending him into the forefront might be heroic indeed, but having him killed by doing that means you're NPC'd for the next turn. There is also the possibility of assasins, traps, natural disasters, not to mentions perils while searching for lost artifacts (they are lost for a reason - like the clock inside the crocodile in Peter Pan). Still, I will take it for granted that the security around you Hero is paramount, and you don't have to state it in your orders every time. Having a few protective magics might be a good idea nontheless.

I cannot think of any more rules to add… Lastly, I will present the rule above all other:
Churches are made, not born! Do not expect to win this NES by sitting idly about! Conversion requires action!

Welcome, Heroes. The Age of Yorn awaits you.
 
Player Religions List

Name: Awolvia
Hero: Devram the Magnificent / Fryzer
(Leadership: 10
(Tactics: 5
(Divine: 8
Artifact: Well of the Divine (+3 Max mana)
Military: (2250/2400, 3 Ships)
Wealth: (5/1/0)
Faith: (27 000/9/4/30)
Force: 28
Magic:
Level 2: Fire, Nature
Cities: Naqubo, Awolvia, (port city)

Description: Nature-worshippers. Followers has an affinity for wolves and tries to semblance their way of thinking and their attributes. Stealth, Strenght and Cunning.


Name: Ázen-Azá
Hero: Íchimanoru lu-Damashii / Erik Mesoy
(Leadership: 10
(Tactics: 5
(Divine: 9
Artifact: Druidic Mantle (+1 Nature magic)
Military: (1600/3500, 1 Ship)
Wealth: (8/0/0)
Faith: (38 000/8/7/38)
Force: 100
Magic:
Level 2: Life, Death
Level 1: Nature
Cities: Citadel of Divinity, City of Statues, City of the Revelation, City of the Oaths

Description: Íchimanoru lu-Damashii ("Íchomanoru of the Souls") mastered Life and Death to an extent where neither had a hold on him. When he was killed, he would make his body stand up again, and when he was wounded, he would heal himself.
Then Yorn granted him power over the life and death of others. Now Íchimanoru leads a people who will charge and die on his word, for he will raise up the greatest among them to live again. Íchimanoru holds the keys of life and death and is master of the Gate. With time he intends to force it open, until his people may travel freely between life and death, an immortal kingdom that will endure until the end of time.

Name: Corona
Hero: Seth Dethos / Grenth (God of Death) / Cleric
(Leadership: 8
(Tactics: 7
(Divine: 9
Artifact: Eye of the Hurricane (+1 Air Mastery)
Military: (1100/2900, 3 Ships)
Wealth: (5/0/0)
Faith: (31 000/6/5/31)
Force: 58
Magic:
Level 2: Death, Water
Level 1: Air
Cities: High Rock, Kola, Pirate's Cove

Description: It's Seth in a another world! Also the people are heavy alcoholics and generally dont like to work or hang around in the sun because it spoils the beer.

Name: The Covenant
Hero: The Arbiter / Contempt
(Leadership): 5
(Tactics): 13
(Divine): 9
Artifact: Vorpal Greatblade (Tactics +3)
Military: (850/3200)
Wealth: (4/0/1)
Faith: (31 000/11/5/31)
Force: 46
Magic:
Level 3: Illusion
Cities: High Covet, Swindl
Projects: Temple of Specter (2/3)

Description: A culturally diverse people, who have formed into one nation by accepting the one Covenant of a powerful Illusionist God Specter, and his Avatar, the Arbiter. The Arbiter is the supreme ruler of the Covenant, and his word is law.

Name: The Farseers
Hero: The Vorlagene Lemente / Wubba360
(Leadership: 10
(Tactics: 9
(Divine: 8
Artifact:Throne of Command (+3 Leadership)
Military: (2150/3400, 6 Ships)
Wealth: (7/1/1)
Faith: (35 000/12/5/35)
Force: 88
Magic:
Level 2: Water, Fire
Cities: Zornoch, Großartiges, Paard, Omashu, Basingse
Projects: Light of Divinity (Complete)

Description: The master of elements this master seeks to learn all four. His abilities are yet to be proven. Before the fall of the immortals there was always the line of men destined to learn the four elements. Now it has been reborned. His future lies in mystery if we will succeed or fail. So far he has mastered fire and water.

Name: Hu'vanna
Hero:Ar'dana / ~Darkening~
(Leadership: 10
(Tactics: 9
(Divine: 8
Artifact: Helm of Lordship (+2 Leadership/Tactics)
Military: (2400/2400)
Wealth: (5/6/0)
Faith: (25 000/7/4/25)
Force: 16
Magic:
Level 2: Earth, Water
Cities: (capital)

Description: "-I have never seen a people so driven by war, so in love with the thought of death, so driven to cause pain."- Cecil VII, speaking on the early Hu'vanna

The Hu'vanna come from a collection tribes. For centuries the tribes were divided, as some worshipped Gianna and the others Ardanos. However that all changed when Ar'dana became high priest of Hu'vanna, the main stronghold of Gianna. After fasting for months the man came to conclusion that to worship one without the other would be an insult to both. So the tribes united under Hu'vanna. While balance is a major theme in the religion, war is favored by many of the priests. Death is seen only as a way to the gods.

Name: Karamellon
Hero: Lady Ashamara / Gladinia
(Leadership: 11
(Tactics: 5
(Divine: 8
Artifact: Rod of Wonder (Next turn: +1 Nature Magic)
Military: (950/2000, 1 Ship)
Wealth: (6/1/0)
Faith: (31 000/5/5/31)
Force: 52
Magic:
Level 3: Nature
Cities: (capital)

Lady Ashamara takes the form of a young but beautiful maiden when walking upon the face of her mother, the earth, but in her minds eye she may soar wherever she will, among her brothers and sisters, the stars. She will encourage the cowed, and embolden the bold. She often stands a bit back in battle, surrounded by her fairy cohorts. She stands straight and tall, encouraging all around her, and giving hope in battle. When not in battle, or in the aftermath, a soft radiance surrounds her. Its warm glow lifts her your heart and banishes any weariness or doubts plaguing your heart.

Name: Duchy of Kinesia
Hero: Duke Elbereth / Reno
(Leadership: 11
(Tactics: 4
(Divine: 12
Artifact: Angelic Raiment (+3 Divine)
Military: (950/2200, 850 Iron)
Wealth: (6/0/1)
Faith: (32 000/7/7/32)
Force: 76
Magic:
Level 2: Earth, Air
Cities: Verrem, Che'dra, Gar'rado, Kesler, Sogyto

Following the gaining of his power over gravity (Earth & Air magic combined should be able to cast gravity spells.), Duke Elbereth established a firm rule over the Duchy of Kinesia and his own religion. With his charismatic leadership the mining and archeology centered Kinesian people are sure to become the most powerful people in this world.

Name: Nehekharan
Hero: Nagash / Kal'thzar
(Leadership: 3
(Tactics: 12
(Divine: 9
Artifact: Pearl Trident (+1 Water magic)
Military: (600/2600)
Wealth: (2/1/0)
Faith: (28 000/4/5/28) (3500 Braindead!)
Force: 34
Magic:
Level 2: Death, Illusion
Level 1: Water
Cities: (capital), (port)

Description: Nagash has a dream. This is a fairly sick dream, so i will skip the details, suffice to say, he'll be happy when two things have happened. 1. Hes in charge of the world, 2. Everyone in the world is dead.

Name: Novarupta
Hero: Vulkan / RemThe
(Leadership: 7
(Tactics: 8
(Divine: 9
Artifact: Eternal Flame (+1 Fire magic)
Military: (1800/3400, 700 Glass)
Wealth: (5/0/0)
Faith: (35 000/4/4/35)
Force: 82
Magic:
Level 3: Fire
Level 2: Earth
Cities: (capital)

Description: It is said that Vulkan was made deep inside the earth and that when he was born the volcano Novarupta was made. It stands as a colossus in the landscape and the Children of Rupta have settled around it by command of their god. is said that Vulkan was made deep inside the earth.

Name: Orogin
Hero: Lord DunkelBhem Agri / Kentharu
(Leadership: 6
(Tactics: 9
(Divine: 8
Artifact: Book of the Dead (+1 Death magic)
Military: (700/3000)
Wealth: (4/1/1)
Faith: (31 000/3/5/31)
Force: 40
Magic:
Level 3: Fire
Level 1: Death
Cities: Joku, Minas Dorth

Description: The Orogin are a proud people and though very agreesive, they only attack if provoked. Their history is one of constant fighting and because of this almost anything tics them off. When Lord DunkelBehm Agri took came down from the heavens he ensured that all bowed down to him. The force of his will is law and he rules with an iron fist. After he took control of the Orogin people they developed into a machine of metal working. Constant wars, and even wars within themselves strengthened these people.

Name: Pyrae
Hero: Pyromancer Cinerus / Lord_Iggy
(Leadership: 8
(Tactics: 9
(Divine: 8
Artifact: Soul Gem of the Immortals (+2 Mana recovery)
Military: (1300/3600)
Wealth: (6/0/0)
Faith: (37 000/14/8/37)
Force: 94
Magic:
Level 2: Fire, Air
Cities: Pyrae, Asharae, (gold mine)

Cinerus, master of the flame, knew that the time for his greatness had come. He led his tribe to the conquest and subjugation of many neighbours, his brilliant battle skills and Pyromancy always spelling victory for his army. But now he has reached his greatest challenge- other users of magic, in different shapes and forms than his own.

Name: Shato
Hero: Lady Hitomi the Grand Engineer / TerrisH
(Leadership: 9
(Tactics: 7
(Divine: 8
Artifact: Wand of Seven Shadows (+1 Illusion magic)
Military: (1500/3000)
Wealth: (4/0/0)
Faith: (32 000/7/5/32)
Force: 64
Magic:
Level 3: Life
Level 1: Illusion
Cities: Shato, Durn-Ratha, Hram-Sha

Description: Lady Hitomi Preaches the fact that Knowlage it power. and All humans should Strive to Grasp this power. through Dilligence, Hard work, and her benalovent Guidiance, she will Lead them through the ages toward this Goal.

Name: Travincal
Hero: Shezmon / Azash
(Leadership: 6
(Tactics: 9
(Divine: 9
Artifact: Arcane Cube (+1 Mana recovery/max)
Military: (2100/3100)
Wealth: (4/1/1)
Faith: (32 000/10/6/33)
Force: 70
Magic:
Level 2: Fire, Death
Cities: Dragonreach, (silver mine)

Description: After the hectic years of the undead threat, Shezmon left Shaemar to travel other worlds. Using his Shadowtravel, he eventually reached the Plane of Shadows, and from there arrived in another world, one, where deities had died, and men were fulfilling their charges. Shezmon decided he would put his divinity into good use, as well.

Name: Valendale
Hero: Shadowhawk / The Strategos
(Leadership: 8
(Tactics: 7
(Divine: 9
Artifact: Adamantite Gauntlet (+1 Earth magic)
Military: (1400/2000)
Wealth: (3/1/1)
Faith: (26 000/5/4/26)
Force: 22
Magic:
Level 2: Nature, Life
Level 1: Earth
Cities: Valendale, Oakhaven, Cedarville, Pinenoll, Aerie

Description: A people who worship Nature...
 
NPC Religions List
 
Orders Template

ORDERS BY PM! OR YOU DIE! HORRIBLY!

Copy/paste your religion stats always. This makes updating easier, and faster. This in turn keeps me motivated, and the NES thrives. And we live happily ever after. Also, it will be an easy reference for yourselves when you send orders. I have detailed what will likely happen if you "overspend" in the chapters below. So always have your stats in your orders! :)

Military: I want to know how many, and where. You don't need to specifically garrison your army, but doing so will give better results when defending. Likewise, if you plan to invade someplace, having a basic tactic does not hurt. Write long battle plans if you want to, but the actual bonuses will most likely not increase comparatively. Military orders is the last "edge" you might need to secure victory, since most battles are determined largely by random factors. Errors in the Military orders will likely cause confusion and lower performance.

Wealth: You are free to spend your gold as you want to. Found cities, fund mission, bribe leaders, hire mercenaries, pay tribute in order to save your hide, pay other players to kill off your oppressor... The uses are countless. Say what you want to do, and how much you are spending. It is more likely to have some effect than none. Also, having a "buffer in you coffer" can be the difference between a disasterous campaign and a successful one. Even though occupied lands do not convert immediately, their tax money goes to the occupant!

Magic: If you spend any Mana, I want to know how much, and in what branches. Most of you have several branches, and the effects will vary depending on your Mastery levels. That said, combination of branches is allowed, and you can do so regardless of how much Mana you spend. That means you can combine magical effects of three branches with even one Mana. Overspending in your Magic orders will cause magical mishaps. These "mishaps" might sound harmless enough, but they can (later in the NES, when you've got sick amounts of Mana) kill your Hero. Beware!

That is all.
 
Rankings

Largest Religion: Ázen-Azá / Erik Mesoy

Largest Military: Hu'vanna / ~Darkening~

Most Wealthy: The Farseers / Wubba360

Highest Mastery
: Vulkan / RemThe

Supreme Leadership
: Agent Nano / Swissempire

Tactical Mastermind: The Arbiter / Contempt

Greatest Aura: Duke Elbereth / Reno

Most Good: Lady Ashamara / Karamellon

Most Evil: Nagash / Kal'thzar
 
Maps

Pre-Update: http://i44.photobucket.com/albums/f42/SilverSteak/SS2U1.png

Update I: http://i44.photobucket.com/albums/f42/SilverSteak/SS2U2.png

Update II: http://i44.photobucket.com/albums/f42/SilverSteak/SS2U3.png

Current Map:
SS2U4.png
 
Summonings & Hirelings

You can spend Mana to summon basic creatures. These will appear when all the orders are counted, and vanish right after the update is posted. They will never appear in the stats, but allows players to convert their Mana to army units for one turn. All summonings can be composed of any one or two magical branches, but not more. I will post the most basic summonings here to give you a basic guideline. If you want to be creative, you can make own versions, or combine two schools for some wacky results. :)

Fire: Fire Elemental / Imps
Water: Water Elemental / Snowmen
Earth: Earth Elemental / Golems
Air: Air Elemental / Djinn
Life: Angels / Spirits
Death: Devils / Undead
Nature: Ents / Fey
Illusion: Shadows / Shapeshifters

If you want to hire normal military units for gold, the base price is 300 army or 3 ships per 1000 gold (or 1 in the Wealth stat). The prices vary, and is determined by your Tactics and Divine stat. I am operating with whole 100's, so your recruitment will most likely be adjusted one or two hundreds up or down. Keep in mind that hirelings may not have the same loyality and morale as your regular troops. You might say they serve your purse, not you. Also, repeatedly draining your believers through extensive hiring will either deplete the manpower, corner the mercenaries' business or both. Which means you can not hire any more units, and people start to convert or both. :)
 
Mineral Deposits

Orogin: Silver, NAME THE MOUNTAINS! :D

Kinesia: Iron, Daikine Mountains

Travincal: Silver, Silvertalon Mountains

Valendale: Copper, Chalkos Mountains
 
Artifacts

You can create your own designed artifacts. The creating will cost Mana, plus 3000 gold per attribute you wish to add to it. The high Mana cost means this task will be a monumental one, and something you'd rather only do once or twice. the cap on how many you can have in use at one time (two) will also create a brake, if not a barrier. Still, keep in mind that you can swap or even sell off artifacts to fellow players for sick prices. ;)

Cost 20 Mana:

+1 Leadership
+1 Tactics
+1 School*
+1 Max Mana

Cost 30 Mana

+1 Mana recovery
+1 Divine

*Note that you can only add one Level of Mastery per school. Also, you cannot create an artifact with this bonus unless you already have at least one Level in the school in question.
 
Giveth us the nation template!
 
RELIGION TEMPLATE

Name:
Hero:
(Leadership:
(Tactics:
(Divine:
Artifact:
Military:
Wealth:
Faith:
Force:
Magic:

Description:
 
Name: Corona Extra (Emma Watsons choice of beer- Emma Watson = hawt)
Hero: Seth Dethos AKA Grenth (God of Death)
(Leadership: 8
(Tactics:7
(Divine: 8
Artifact: ???
Military: ???
Wealth: ???
Faith: ???
Force: ???
Magic: Death and Water
Description: It's Seth in a another world! Also the people are heavy alcoholics and generally dont like to work or hang around in the sun because it spoils the beer.
 
Name: The Covenant
Hero: The Arbiter
(Leadership): 5
(Tactics): 10
(Divine): 8
Artifact: ?
Military: ?
Wealth: ?
Faith: ?
Force: ?
Magic: Illusion

Description: A culturally diverse people, who have formed into one nation by accepting the one Covenant of a powerful Illusionist God Specter, and his Avatar, the Arbiter. The Arbiter is the supreme ruler of the Covenant, and his word is law.
 
Name: The Farseers
Hero: The Vorlagene Lemente
(Leadership:7
(Tactics:7
(Divine:9
Artifact:?
Military:?
Wealth:?
Faith:?
Force:?
Magic:Water and Fire
Description: The master of elements this master seeks to learn all four. His abilities are yet to be proven. Before the fall of the immortals there was always the line of men destined to learn the four elements. Now it has been reborned. His future lies in mystery if we will succeed or fail. So far he has mastered fire and water.
 
Keep joining, people. Hitting the sack for today.
 
map??
and aren't you not suposse to be a Divine number?

Name:Orogin
Hero: Lord DunkelBhem Agri
(Leadership:6
(Tactics:9
(Divine:8
Artifact:
Military:
Wealth:
Faith:
Force:
Magic: Fire

Description: The Orogin are a proud people and though very agreesive, they only attack if provoked. Their history is one of constant fighting and because of this almost anything tics them off. When Lord DunkelBehm Agri took came down from the heavens he ensured that all bowed down to him. The force of his will is law and he rules with an iron fist. After he took control of the Orogin people they developed into a machine of metal working. Constant wars, and even wars within themselves strengthened these people.
 
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