ChipNES03: The Rise of Mana

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Swissempire

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ChipNES03: The Rise Of Mana​

YOU MANY NOT POST YET.

Spoiler The Beginning :
There was a plane of existance, a utopian plane. The world that inhabited this plane was ruled by a unified people, the Alpha's. The Alpha's were a fair race. They had elvated themselves from animals and spread across the world. They had been divided, spending milleniums fighting each toher for domination. But then one Alpha, he harnessed the world force. That force was mana.

Through the manipulation of Mana they could do magic and they prospered. They Unififed into one world culture, they covered the land and sea. They built mega cities, huge wonders, and made magic their corner stone. They prospered for millenia after millenia. But they didn't realize that using magic had consequences. Their use of so much mana made the mystical climate perfect. Magic had cause and effect, action and consequence. Before the coming events, Alpha scholars would predict it was Magic righting itself.

An alpha whos name is lost in time, conjured what he thought wwere huge gems that he could make a fortune on. But he was wrong. The gems were no jewels, they were eggs, and when they hatched, the scourge was released upon the land. The scourge that was Dragons.

The Dragons swept across the land, destroying the world order of the Alpha's. Chaos ensued. They established kingdoms, dragon hegemonies. The Alphas lost faith and reverted to their split nations and tribes. the Dragons and the Alpha's were locked in a war that engulfed the world, that shook it to its core. And there are always atrocities of war.

The Kingdom of Amairika, and Alpha kingdom, sought power, sought to subjegate this new world order for themselves. If Magic could create Dragons, what other secrets did it hold. They studied magic, found it was strong in its ability to be used for power, it was strong if you were willing to sacrifice for that strength. The Amairikans were short sighted, they didn't know what they were doing, but they did it anyways. They sacrificed 1,000 Slaves and a Dragon. They did what they thought was right, bu boy was it wrong.

They opened up a portal from a different plane. And from this portal emerged the spawn of evil. From this portal emerged the first demon, bt it was not last. The demons had much power but were evil, eviler than silver(the neser). They swept over the world, a third power vieing for domination. They tipped the balances and swpt over the world. They raped and genocided and pillaged, they left dispar and desolation. The combination of the Dragons and Demons forced many Alphas to flee to their sea-city strongholds.

The Demon horde was nigh unstoppable with a counterweight. And one day they horde entered a village. They began to work their demonic ways. A healer who's name is gone with the wind prayd from help from whomever would come. When a giant demon went to take the healers daughter, she jumped in front of him and begged mercy. The demon simply ripped into her, but instead of blood poring out, white light did. A portal had been opened for the counterbalance. A Sacrifice of love. The portal grew and Grew, and from it emerged a Archangel, and behind him and army of angels. The demon gaped as the Angel razed his rightoues sword and smote him.

For the world the things kept getting worse. Titantic clashes of Angels and demons tore apart entire countries. Armies met like tsnamis and crashed, causeing only death. The Alpha's in the sea raised giant Leviathans and Kraken, and utilized their technology and magic. The dragons utilized their might and cunning. Clashes of beast a foe torn apart the world.

So the world fought back.

The Magic of nature, of life is powerful. So it defended itself using the magic. The trees themselves rose up in rebellion, mountains grew legs and attacked. The seas washed over the land to cleanse it. But in the end it was just a front to the all encompassing war. The war was everywhere, peace was no longer even a memory. Death ruled the land, and life was filled with battles and misery.

But a few Alpha's saw the fault of the world. They saw the fact that this was irreversable, that no man could win. Magic caused the problem, so it would be technology that fied it they told themselves. So they build a device, a device called the Omega. They went to the center of the world, and they detonated the Omega. Its power swept across the world, unmaking everything. Its ramifications were deveastating. The Demons and Angles were banished as their portals closed, the Alphas persished as did most dragons. Nature had to focus on surviving.

Over the Millenia and millenia, the world reshaped, the survivors evolved. And now in what is deemed by historians as the Cradle, magic has been rediscovered. The races of survivors, Elves, Dwarves, Gnomes/Halflings/Hobbits, Orcs, Goblins, Humans and many more are beginning to settle down. The Great War is nothing to them but an anscestoral memory of Angels and Demons, of mother Nature, of Dragons. They begin again, to repeat the mistakes of before. They begin again to restart the cycle.


It is a world born of magic and unmade by magic. It is a world now REMADE by magic. This is a Cradle NES, except the cradles kinda big. Nobody knows how the people how began civilization choose to start it in this area, but that doesn't matter. For over history it shall flow over the world. This is a fantasy nes, but not quite. It is a fantasy nes is the sense that there are different races, magic, mythical creatures yadda yadda yadda. But it isn't like a regular one in that i want it to develope like a world WITH magic, not a world OF magic. Just how people's ability to use technology and tools evolved over the millenia, so will peoples ability to harness the raw power that is mana.

But your all probably bored now so without further ado, DA RULES!!!!!!


Economy

One of the most vital stats to any NES. This represents your amount of funds availible to spend. I'm using a slightly modified version of Iggy's Awesome Eco System. Thats its new name. Seriously. But anywho, at the start every civilization must have some means of supporting itself, so it has its Nomad/Agricultural economic factor, just as in Iggy's NES.

Then there are of course City's. The poet Walt Whitman once said "A great city is that which has the greatest men and women. " I don't think he ever NESed but he should have been more specific. I will be using the Modified Three City System. Based off the one currently in use in such NESes as LINESII, the system I will be using is modified a bit. There will be:

Economic Centers, which are center of trade, center of Manufacturing, capitals of Agricultural Provinces, or other money producing places. They will produce 1 Eco Point.

Cities of Great Importance, which are either a cultural center or a religious centers. They produce 1 economic point a turn and will give sporadic bonuses. They make your people happy, but if you lose them, it’ll be very very bad for you.

Center of Magic
. Centers of Magic either have a huge concentration of Magic, or are home to many magical innovations, or so on and so forth. They give you 1 Mana a turn, and will produce effects sometimes. They are very important to have.

In the end your economy stat will look like X- Agri-nomad Economy/Urban Economy/Anything Else.

Magic and Mana

Magic and Mana, the forces that make this world especially special. Magic is the result of using Mana. Mana is the force that the very fiber of existence creates that allows you to use magic. The explaination of the System i am using is in post number two.

In this NES though, Mana will allow you to do many, many things. You can enchant your weapons, help build a wonder, summon creature to help your army, or summon an army all together. If you can think of it you can do it. Mana is very open ended, all you need to do is keep in your color(see post #2).

Many will work much like economy in this, or at least be represented by it. Every civilization will start out with the basic ability to use mana. They draw it from the land the have, from their population also. Their "natural" mana is much like the Nomadic Agricultural part of the Economy. Then there is mana they produce from wonders or Centers of Magic or Artifacts. That is represented in the Other Mana side.

You can use mana for anything, investing it. Money and Mana are usaully interchangable but work best together. But you must keep in mind that its definiatly quantity mana. Big spells take lots of mana, so you can't be like "Us one mana,, sink that island, or summon a category 5 hurricane". One mana might get you a strong wind and some rain. The more mana you put in, the better result.

Mana will be represented lik so. Total- Natural Mana/Other Mana.

Military

Woop, give it up for the military, it makes it all happen. The wars, the peace, they make it HAPPEN! Oh, yeah. YOu have a Navy, an Army, and an Air Force. You may create 1 UU, which if yu don't know what one is.....yikes.

I am using the Iggy's Most Excellent Strength System. All units will have a little number indicator by their side to show their strength. As ages pass they may get stronger, or if you enchant their weapons give them special abilities, they will get stronger. I will put a strength value by all units, which is dependent on their weaponry, training, race, and other factors. The basic units are Archers, Swordsman, Spearmen, Wizards/Shamans/Mages whatever you want to call them, but you can get dreative with it.

Since there is magic, as i mentioned earlier, you can summon creatures to fight in your army. Most summonings become a permanent part of your army, but other may be one turn ordeals or if they are very powerful , they might break away. Be very creative with this, i love creativity, SO MUCH!!!!!

Swordsmen, Spearman, Archer type units are 1000 per eco point, Horsemen like units, or horseman sized units are 500 an eco point, contraptions(Seige Weapons, other Artifical Stuff) is 5 an eco point, and really big stuff is one eco point for 1.

For ships its 10 for 1.

Academia

Much like the education stat, but measures both the academic value of your nation, but also the knowledge it has. High Academia allows you to discover things faster, to perfect complicated spells, to advance in most everything. But in ancient times its not cheap. Education levels 1-3 cost you 1 economy points. Education levels 4-6 cost you 2 economy points. Education levels 7-9 cost 3 economy points. Education level 10 costs 4 economy points.

Confidence

Your people's confidence in nation and leadership. Low confidence=revolts and revolutions. High confidence=militia on the defense, strong faith in you no matter what you do.
(Hateful, Resentful, Tolerating, Neutral, Respecting, Admiring, Loving, Worshipping)

Culture

Culture can increase through stories, wonders, and Cultural or Religious centers. It is the measure of your people identity with each other, but also their importance to themselves or the world. Greece had good culture, The Deomcratic Republic of Congo....doesn't.
(None, Pathetic, Mediocre, Average, Strong, Influential, Outstanding, Wonder of the World)

Wonderous Works

Wonderous Works are things produce, build, conjured by your nation that give bonus. They can be giant monuments(Wonders), long term projects(projects) or artifacts of great and legendary power. I will give you a number, that how much you must invest in it to finish it. You may invest 1 eco point and 1 mana a turn into them.

Government

Guess.....

Religion

Religion is a very important thing as it means different things and will thusly be different for each Color. But you can create your own religion or convert to others religions. Your religions start out basic but advance over time, by you adding beleifs evolving it. Or you could just be like Oneism and jump right it. I jest, I kid. But religion drive people, it mold empires, makes allainces, starts wars. MUHAHAHAHAHAHAH. But be careful what you wish for. In a world full of magic, who knows what beleif can lead too.

Races

Whats a good fantasy NES without magical races. You are encouraged to be the ones listed below, but you can be other mystical creatures if you PM and i approve.

Humans: The main inhabitants, they have proven apt with magic and they mate a lot. They start with 2 natural mana regardless of color and can live in any area. Other than that they are pretty much the average.

Elves: Elves split into many different parts long ago.

High Elves prefer to be white and live in large and grand cities and empires. They have 2 natural if they are White, and 1 if any other color. They get a bonus in confiedence.

Wood Elves perfer the forests to the splendor of of the High Elves lands. They love nature so, and have 3 natural mana if they are green.

Dark Elves(drow) are the lesser cousins of the others, and get two natural mana if they are Black, and 1 if not black.Quite good raiders.

Dwarves Strong and stout, they perfer the mountains, or at least the area around them. They get a small strength bonus and get two natural mana if they are red, and 1 otherwise.

Goblinoids Includes Ogres, Giants, Goblins. They are barely just civlizing, and are very chaotic. They get 1 natural mana is Red, Green, Or Black, and none if blue or white. They are good mercenaries though.

Halflings/Hobbits/Gnomes Pretty much the same thing no matter what you call them, they are little peoples. They get two natural mana if Blue, Green or White, and 1 if Black or Red. They get a slight strength decrease. But they have lots a babies....thats a plus...

PM me about others like Minotaurs and such.

There will also be mythical creatures since its a mythical place. So you can write about unicorns and drakes and other fanciful things. But beware, they aren't all nice. BTW, Dragons are still around but VERRRRYYY rare, very.

Stories

I LOVE STORIES!!!!!!!!! If you write them, bonuses will come. And i will like you.... a lot. Stories are a good way to "bribe" the mod. ;)

Orders and Updates and Stuff

PM ORDERSS!!!!! I won't pubnish for being vague, but that doesn't mean don't send tactics. Tactics are very good. And include your nation name in the title.

Updates will be good and hopefully frequent, at least once a week.

NPCs i won't make too many of at the beginning, but that doesn't mean the'll roll over.

Barbarians are fun. YAY!


Template

For your nation name, please don't reuse nations youve made before, or someone else has. But feel free to make a nation you've always liked from books or card games or something. Most of all be creative.

Nation Name
Race:
Cities: Capital, if any yet. It will be bolded. Major cities will also be listed here.
Leader: Your Nation's Leader/Your Name
Color(as in Magic Type):
Religion: [insert]
Government: Your government
Economy: 2- 2/0
Mana:
Population:
Army:
Navy:
Air Force:
Academia:
Technology: Copper Age
Confidence:
Culture:
Wonderous Works:
Description: Please describe your people
 
The Colors of Magic​

Unlike most other magic NESes, which have the schools of magic that you must choose from, i'm using a guideline system. I think that the school system constricts too much, but i also think that letting people go wild wouldn't be amazing either. So i've adopted a color system much like the one used in magic.

Red: Those who tap into red magic can do a variety of things with it. Its a very raw type of mana. The people who use it tend to be impulsive, or seem primitive, but not always. Red is the magic of Dragons(usually, not always), or fire and explosives, of lightning, of destruction. Its the mana of not Nature, but of the very Earth itself, in all its unharnessed power. A user of red magic can do very much, can build big empires and lead huge armies. But it must be careful least it lose control, becuse red does NOT like to be controled.
Emotion (particularly the highly fueled ones such as Aggression, Rage, Passion, Fury, etc.)
Impulse
Violence
Brutality
Might (Solving Problems Through Brawn)
Destruction
Chaos
The Elements of Fire & Earth (and the related destructive natural elements - Lighting, Fire, Earthquakes, Mudslides, Sandstorms, etc.)
Fighting
Military
Randomness
Spontaneity
Gambling
Hedonism
Barbarism​

Your Civilization doesn't have to subcribe to all of these, it can pick and choose, and you can put your own spin on it. Good reading is this article, but its not required.

Blue: Blue is almost the opposite of Red magic. It is a color of Power, Control, Knowledge, Intruige. They do anything to gain in power. They can be good, evil, or neutral. They can be people of the Air or Sea or of the Shadows eavesdropping on the enemy. Blue can be trustworthy and staunch but also fluid and shadowy. With blue, the Ends justify the Means. They build huge empires with diplomacy, with manipulation and quick strikes. They look towards the future, always innovating. They only must watch that their scheming doesn't catch up with them

Knowledge
Creativity
Subtlety
Man-made
Intellect
Trickery
Artifice
Passivity
Mind/Thought
Manipulation
Illusion
Cold
Academics
Control
Construction
The elements of Water & Air

Your Civilization doesn't have to subcribe to all of these, it can pick and choose, and you can put your own spin on it. Good reading is this article but its not required.

Green: The color of nature, of the forests, or life. Druids or fierce warriors, hermits or Kings of all they see. These are the variables of Green. Green usually shares a specially affinity with nature or animals, with growth and strength. Green can be peacful and focus on growing, or it can be agressive to protect what it beleives it. The user of green can tap Mother Nature herself, can call upon life itself. Its a huge power trove. It empires can be vast and peaceful, or vast and war-like.

Life (birth)
Growth
Nature
Reality (as contrasted to illusion)
Community
Interdependence
Spiritualism
Instinct
Animals​

Your Civilization doesn't have to subcribe to all of these, it can pick and choose, and you can put your own spin on it. Good reading is this articlebut its not required.

White: Yeah, i know, the color i made it is actually Lemon Chiffon, but who gives a flying fu.....dge. Anywho, White is the color of Peace(by any means nessacery;) ), purity, piety, order. It is very rule oreited, everyone must fall in line for the good of the whole or whites gonna beat you. White is moral, white is controlling. White is fanatical, everything is eitherr right or wrong. White is about law and order. But there is of course a softer side to white. White heals and cares, white is honest. But White is no softy. It will wield its hordes of followers to crush you if you get in the way of its precious order.

Order
Purity
Religion
Civilization
Structure
Law
Honor
Construction
Morality
Politics
Courage
Optimism
Defense
Strategy
Chivalry
Loyalty
Cooperation
Military
Self-sacrifice
Honesty
Light
Organization
Community
Medicine

Your Civilization doesn't have to subcribe to all of these, it can pick and choose, and you can put your own spin on it. Good reading is this articlebut its not required.

Black: The color of greed, power, selfishness, death. Black is all about you getting whats good for you, not caring about nayone else. Black is the color that tries to gain the most for itself. Black will use any means necessary to get what it wants. Genocide, hostages, even pretending to like people. I know, horrible. Black gets what it wants. Black will sacrifice a million lives in an instant to acheive power. Black will consort with demons and the "dark arts". Black Power

Death
Amorality
Darkness
Decay
Pain
Disease
Corruption
Impurity (Contamination)
Reduction
Hate
Deceit
Manipulation
Machevelian thinking
Individualism
Destruction (calculated)
Sacrifice of Others
Sacrifices Pieces of Self Fear
Execution
Self Absorbtion
Undead​

Your Civilization doesn't have to subcribe to all of these, it can pick and choose, and you can put your own spin on it. Good reading is this article but its not required.
 
Der Cradle​


http://img132.imageshack.us/img132/5751/cradke1fh3.png

my.php



Everything except the mountainy regions is temperate zone.


updated and uploaded FTW!!!! Starting map.
 

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PC STATS​

Druids of Daeuron

Race: Human
Cities: Daeuron (day-oo-rune)
Leader: "Wolf Warrior" Tuaron Wefec/Luckymoose
Color(as in Magic Type): Green
Religion: Dur-Aniam (worship of wolves)
Government: Cheifdom
Economy: 2- 2/0
Mana: 2- 2/0
Population: 40,000
Army: 4000 Druid Warriors (2)
Navy: None
Air Force: None
Academia: 0(you no pay upkeep!)
Technology: Copper Age
Confidence: Admiring
Culture: None
Wonderous Works: None
Description: The Druids of Daeuron have always been a peopel to follow the wild spirits. They see all nature as pure happiness. And anyone who interfears with pure happiness,to them is an enemy. They are a pale white people who do no tan easily even in high exposures to sunlight. They mostly wear animal skins. But take care to use all that nature gives them. They have finally after years of nomadic life,following the wolf herds, found a place to settle. And now they finally harness something that has been in them for a long time. Magic of Nature.

Nekomi
Race: Nekomi(Catpeople)
Cities: Nigrel
Leader: Alicia /TerrisH
Color(as in Magic Type): Blue
Religion: Animalism
Government: Republic
Economy: 2- 2/0
Mana: 1- 1/0
Population: 18,000
Army: 1000 Cat Warriors(2.5)
Navy: None
Air Force: None
Academia: 1(1 Upkeep)
Technology: Copper Age
Confidence: Respecting
Culture: None
Wonderous Works:The Great Hunt-(+1 Natural Mana, +1 Rural Economy, +1 Culture) 4/6
Description: A curious people, few know where the Nekomi came from. Some say they were once human, since other then the Ears, Tail, and the fur, they closely resemble them. perhaps they were changed as the result of a magical accident. but few believe this, because while the resemblance is close, their personally greatly differs. the Nekomi are Incredibly inquisitive, and very Predatory in nature. always hunting for something to study and play with..

Nashiya
Race: High Elves
Cities: Nashard, Valiena
Leader: Celeninor/Alex994
Color(as in Magic Type): White
Religion: Way of the Righteous
Government: Republic
Economy: 4- 3/1
Mana: 2- 2/0
Population: 20,000
Army: 1,000 Spearmen (2.0)
Navy: 10 Elvish Galleys
Air Force: None
Academia: 1(1 Upkeep)
Technology: Copper Age
Confidence: Loving
Culture: None
Wonderous Works: Necklace of Arwen(+Increased Magic Powers to Wearer, Helaing Ability, and Black Bane) 3/4
Description: A great people, they were once fishermen and farmers before being forced from their ancestral homes and with a sign from their God Swariof, they settled on the edge of the continent, building a great city overlooking a small pass into the greater lake.

Naxxramas
Race: Humans
Cities: High Rock
Leader: Seth Dethos/ Cleric
Color: Black
Religion: Grenth (God of Death and Ice)
Government: Majestic Council of Twelve
Economy: 2- 2/0
Mana: 2- 2/0
Population: 25,000
Army: 1,000 Swordsman (2.0), 15 Carnoms (3.5)
Navy: 10 Galleys
Air Force: None
Academia: 1(1 Upkeep)
Technology: Copper Age
Confidence: Respecting
Culture: None
Wonderous Works: Soul Vortex(Life for Eco Tansmuter Portal Thing)2/8
Description: Dark evil people, exiled by their brethren. Above all they value ambition and power...

The Gorinese Empire
Race: Dwarves
Cities: Capital: Drak Maul
Leader: Lord General Basu Ironfist
Color: red
Religion: Dra 'Olrin (whorship of dragons)
Government: Divine Military Rule
Economy: 2- 2/0
Mana: 2- 2/0
Population: 16,000
Army: 900 Dwarven Axemen (2.5), 975 Battle-Magi(3.5)
Navy: None
Air Force: None
Academia: None
Technology: Copper Age
Confidence: Respecting
Culture: None
Wonderous Works: Dragon City(+Religious center, +1 Dragon Rider per turn) 4/15
Description: An ancient forgotten nation, The Gorinese Empire was once a massive empire, ruling over many mountains but after the clan wars of Moralor, the empire split and went into seclusion.

Now the dwarves of the ancient mountain peaks of Dra 'Othelo have now awakened. Now the mountains tremble with the sound of the dwarves, the hammers and fires of industry as they prepare to conquer all and spread out, perhaps even beyond the mountains.

The Wilthfarthing
Race:Hobbits
Cities: Duindwell, Pennune, Ocenane
Leader: Lord Gontholen the Wise/Wubba360
Color(as in Magic Type):Green
Religion: Sifarion
Government: Divine Republic
Economy: 3- 2/1
Mana: 2- 2/0
Population: 32,000
Army: 2000 Hobbit Spearmen (1.5), 200 Buffalo Riders(2.5)
Navy: 10 Hobbitships
Air Force: 50 Eagle Riders
Academia: None
Technology: Copper Age
Confidence: Respecting
Culture: None
Wonderous Works: Pennune Tree(+Pennune as a Center of Magic)2/6
Description: Recently rising from their simple ways, the hobbits are begining to unify over a man. Although some may say that hobbits should not go off into far off lands for so called adventures, some have been dubbed as disturbers of the peace. But now after the hobbit victory over the goblin horde lead by the cruel leader Cranka, many have chosen to unite. Now lead by a courageous hobbit elected to the office of leader by the assembly after his cutting the head off the scurge of hobbits, Cranka at the battle of Pennune. What mysteries hold for these hobbits only time will tell...

Torash
Race: Goblinoides
Cities: Capital: Stromdeep
Leader: Gorgash the Fierce/Human-slaughter
Color(as in Magic Type): Red
Religion: Fireism. They praise the god who creates fire and volcanoes and the like.
Government: Despotism
Economy: 2- 2/0
Mana: 1- 1/0
Population: 43,000 Goblins, 5,100 Ogres and Trolls
Army: 1,500 Goblin Hordes (1.0)
Navy: None
Air Force: None
Academia: None
Technology: Copper Age
Confidence: Respecting
Culture: None
Wonderous Works: Goblin Airships(+ 25 Goblin "Zepplin" UU) 2/5
Description: Torash is made up mainly of goblins and some ogres. They live around the base and withen the mountains. The Capital Stromdeep is embeded into a mountain and is used mainly to harvest minerals from the mountains it is also the site of the armory where the weapons of the goblin army are created from the contents of the mountains. The shamans of the country use their powers to conjure firestorms or in the case of strong shamans fire golems.

Darnoria
Race: Dwarven
Cities: Bazlode
Leader: King Josef Redmerkin III/JosefStalinator
Color(as in Magic Type): Red
Religion: Dwarfotheism
Government: Absolute Monarchy
Economy: 2- 2/0
Mana: 2- 2/0
Population: 25,000
Army: 1000 Dwarven Axemen (2.5), 500 Troll Slaves (3, unarmed)
Navy: None
Air Force: None
Academia: 1(1 Upeep)
Technology: Copper Age
Confidence: Admiring
Culture: None
Wonderous Works: The Bazfürge-(+Magical Weapons for all Units, +1 Economy, +1 Mana)4/16
Description: To the peoples of Darnoria, fire is life. Fire is the gift the Gods gave the Dwarves to set them apart from all other races, and with fire they have set out to conquer all things natural. Nature is an affront to dwarven kind, spitting in the face of all Dwarven accomplishments. What sets Dwarves from animals, elves, goblins, and to some extent humans, is their technology, which the Darnorian people treasure above all. They have set it upon themselves to conquer, to destroy, and to desecrate all forms of "nature" in order to impose the will of Baz, God of Fire and War, upon the Earth.

There is one exception, however. Of all opposing elements, water is respected. It tames fire, and gives life, and as Glana is Godess of Water and Earth, the Dwarves respect it with profound honor.

Honor also drives dwarven life- honor amongst Dwarves, at least. Insulting one's family in Dwarven society is the quickest ways to the incinerators, of which the dwarves of Darnoria live in constant fear. Draconian laws govern their life, and few disobey, for they know their fate as sacrifice to Baz if they do...


Aerurika

Race: Human
Cities: Aerurae
Leader: Draekean Dynasty/North King
Color(as in Magic Type): Red
Religion: Aemorism
Government: Hedonistic Theocracy
Economy: 3- 2/1
Mana: 2- 2/0
Population: 32,000
Army: 1000 Warriors (2.0)
Navy: 20 Alers
Air Force: None
Academia:None
Technology: Copper Age
Confidence:Respecting
Culture: Pathetic
Wonderous Works: The Triple Walls (+city fortifications, +1 mana, +2 culture)4/6
Description: The Aerurikans are a group of people who, longing to escape the "oppression" of other cultures, founded their state as an oddity--a nation completely and utterly devoted to pursuing whatever they wish. Regrettably, the capital has become overrun with hedonists of all kinds--drunks, gluttons, and rapists, and with very little power invested in the government, the capital itself has become a crime ridden warren. Nicely illustrating human nature, this has made it a center of trade in the region, and of religion--for these men hold as most holy their god Aemor--their religion name almost literally means Amoralism. Utterly without a code of ethics, the world would very much be a more terrible place under Aerurikan rule. Fortunately, they seem to be uninterested in expansion... So far.

Lux
Race: High Elves
Cities: Lux, Solaris, Valo
Leader: High Priest/The Strategos
Color: White
Religion: Church of Sol
Government: Theocracy
Economy: 3- 2/1
Mana: 2- 2/0
Population: 17,000
Army: 1,000 Whites(2.0), 1,500 Solarians(3.0), 50 Lightbearers(2.0)
Navy: None
Air Force: None
Academia: None
Technology: Copper Age
Confidence: Admiring
Culture: Mediocre
Wonderous Works:Solarian Forge(+ Soliarians having amzing armor and weaponry) 3/7
Description: Lux is the city-state that gives its name to the surrounding area. It is ruled by a priestly caste, with ultimate power being held by the High Priest. The religion of Lux is the Church of Sol, basically sun-worship. The church has several military orders which supply the army for Lux. The most famous of these is the Solaris Order

Sadrith Mora
Race: Dark Elves
Cities: Mournhold, Balmora
Leader: The Avatar/LittleBoots
Color(as in Magic Type): Black. Like Cleric's soul.
Religion: The Arcane Way (branch of Elvish polytheism)
Government: Tyrannical Theocratic Dictatorship
Economy: 2- 2/0
Mana: 2- 2/0
Population: 23,000 Dark Elves
Army: 3,500 Raiders(2.0), 350 Templars of the Black Rose(3.5),
Navy: 10 Black Sails
Air Force: None
Academia: None
Technology: Copper Age
Confidence: Admiring
Culture: None
Wonderous Works:Gates of Hell-(+Mournhold as City of Magic, +30 UU/turn) 1/6
Description: Centuries ago, the Sadrith, a wood elf tribe, were taken from their brethren and reforged by Thanatos into an instrument of His Will, as the ones chosen to walk His Way. They are ruled by the Holiest of Holies, the Avatar, a man blessed by the spiritual possession of his soul by Thanatos. His word is divine, his rule absolute. Bound by fanatical devotion to Thanatos, they desire nothing more than to serve their Ruler's kingdom in this realm before becoming eternal citizens in the next.

Ath'ane
Race: Wood Elf
Cities: Ath'ane, Elmad, Reit
Leader: High Guide Ada'ri/ ~Darkening~
Color(as in Magic Type): Green (Huge shock)
Religion: Elory
Government: Absolute monarchy
Economy: 2- 2/0
Mana: 3- 3/0
Population: 27,000
Army: 1,000 Elvish Archers(1.5)
Navy: None
Air Force: None
Academia: None
Technology: Copper Age
Confidence: Respecting
Culture: None
Wonderous Works: Green Dragon(Summons giant Green Dragon, +1 Mana)2/16
Description: The early Ath'anes ustilized a special form of the green magic, blanketing their region with a heavy layer of forests. In these forests the Ath'anes grew and lived, ignoring everything outside their realms. For just about all of their existence they have lived only in small bands, living in tune with nature and enjoying their meager lives. But nothing stays the same forever.

In recent years the population has begun to grow in extreme numbers, testing the Ath'anes resolve for the land. And true, "cities" did devolped after a while. The main city, situated right on the banks of the Noer and Aeldi rivers, became Ath'ane where the High Guide lead the people in corredance with the laws set down by their religion, Elory. To this day Ath'ane remains the largest city and the largest trial for the people in keeping with their ways.

Uroussydia
Race: Human
Cities: Windshore
Leader: Cian Odynalmos/TheBladeRoden
Color(as in Magic Type):Blue
Religion: Worship of Otreus, God of the Currents
Government: Chieftan elected by a Council of Elders
Economy: 2- 2/0
Mana: 2- 2/0
Population: 25,000
Army: 1,000 Javeliniers(2.0)
Navy: 10 Otrean Long Ships
Air Force: none
Academia: 1(1 Upkeep)
Technology: Copper Age
Confidence: Respecting
Culture: Pathetic
Wonderous Works:Wind Temple(Windshore EC, Ships move faster) 1/5
Description: Even as nomads the people of Uroussydia have kept close to the sea. The early tribes built their first settlements as fishing villages along the coast. Their reliance on the ocean instilled a repect for the elements and sea life. Naturally a mythos developed around the sea and what wonders may lie beneath the surface. Thus, out of the myriad of gods available to mankind, the Uroussi chose Otreus as their dominant one. By the onset of written history, Windshore had become a sizeable trading port. Scholars had learned much about the peoples outside their borders. By keeing relations with them there is potential for growth and advancement, but there are also dangers. The barbarious forces of the land are seen as a threat to the Uroussi's orderly way of life, but for now they have no choice but to deal with it. Maybe with enough devotion and research, they will find a way to cross under the waves and be with their god. But they may also find that running away from their problems will do anything but solve them.
 
NPC Stats​

Kingdom of Szan
Race:Banshees
Cities: Balbraka
Leader: King Szvax/NPC
Color(as in Magic Type):Black
Religion: Demonic Polytheism
Government: Despotism
Economy: 2- 2/0
Mana: 2- 2/0
Population: 12,000 Banshees, 1,500 "alleged" Human Slaves
Army: 2,000 Banshee Warriors (2.0)
Navy:none
Air Force: none
Academia: none
Technology: Copper Age
Confidence: Worshiping
Culture: none
Wonderous Works:none
Description: In twisted forest and corrupt plain is the realm of Szvax the Eternal. He rules over the Banshees as their King, the only man they will listen too. The Female Banshees to the fighting and ruling and they enslave their males as sperm factories and workers.

The Kingdom of Sphinxika
Race:Humans
Cities: Misttide
Leader: Grand Sphinx Isperia/NPC
Color(as in Magic Type):Blue
Religion: Isperism
Government: Divine Absolute Theocracy
Economy: 2- 2/0
Mana: 2- 2/0
Population: 25,000
Army: 1,000 Shapeshifters(1.5), 500 Illusionati (2)
Navy: 10 Sphinxships
Air Force: none
Academia: none
Technology: Copper Age
Confidence: Worshiping
Culture: None
Wonderous Works:none
Description: A strange group of Islanders devouted to their leader, an immortal sphinx name Isperia. They are Illusionists and Shapeshifters, devious in their devoution.

Pindaria
Race:Centaurs
Cities: Krotan
Leader: Chief Sesan/NPC
Color(as in Magic Type):Green
Religion: Animism
Government: Cheifdom
Economy: 2- 2/0
Mana: 2- 2/0
Population: 11,000
Army: 2,000 Centaur Berserkers(2.5), 1000 Centaur Regulars(2)
Navy:none
Air Force: none
Academia: none
Technology: Copper Age
Confidence: Respecting
Culture: none
Wonderous Works:none
Description: A large Chiefdom of the Centaurs of Krotan Forest, they are arrogant, noble and strong, and see humans as half as good as them(hehehe).

Rezumaven League
Race:Ratfolk
Cities:none
Leader: Lord Gnawrow/NPC
Color(as in Magic Type):Black
Religion: Animism
Government: Chiefdom
Economy: 2- 2/0
Mana: 1- 1/0
Population: 29,000
Army: 3,000 Rat Warriors(1.0)
Navy:none
Air Force: none
Academia: none
Technology: Copper Age
Confidence: Respecting
Culture: none
Wonderous Works:none
Description: After years of opression and repression and slavery from the Naxxramas, the Ratfolk have finally gathered together and formed a league of independent villages. Led by their charismatic but crafty leader, will they survive or be crushed by Naxxramas?

Federation of Gnomish City-States
Race:Gnomes
Cities: Leperchua, Hovelia
Leader: High Leader Gnombert/NPC
Color(as in Magic Type):Blue
Religion: Gnomism
Government: Federated Representative League
Economy: 2- 2/0
Mana: 2- 2/0
Population: 15,000
Army: 2,000 Gnomish Enforcers(1.5)
Navy: 35 Gnomeships
Air Force: none
Academia: none
Technology: Copper Age
Confidence: Respecting
Culture: none
Wonderous Works:none
Description: The Gnomish city states of Gneeca joined together in a league and in 200 years managed to become rich and the middlemen of most or all trade. With so many people coveting their land though, who knows what the future holds
 
Wars​
The War of Dark and Light(Nepece v. Sadrith Mora)

Agreements

UU's​
Carnoms(3.5)- [Cleric I need a description that you want up here]+15 with Eco +Mana investment
Solarians(3.0)- [Strategos I need a desription you approve]+500 with Eco or Mana Investment.
Templars of the Black Rose(3.5)-[Again, description]+100 with a Mana investment

Cities of Great Importance​
Lux- A religious center for the Church of Sol, it is the center of a whole island culture

Nashard- A Center of Government, Commerce, and Activity, it is one of the most important parts of the world for Education and such.

Updates:
Update 1: Prehistory to 450 RH
Update 2: 450-600 RH
 
reserved....
 
reservedededed
 
Let The Chaos And Amazingness Begin!!!!!!!!!!!!!!!!!!!!!
 
Let me think about this. So I have to choose a Color of magic then a number of the stats in that color?
 
No, just a color. The color thing is an explainatin of it. The words are little sumaries of what people of that color do, like, etc. so you can pick the one that you think most fits the nation you want to build. You have a lot of leeway in the color to innovate and create.

And sorry, at first not multi- coloring.
 
Nation Name: Druids of Daeuron
Race: Human
Cities: Daeuron (day-oo-rune)
Leader: "Wolf Warrior" Tuaron Wefec/Luckymoose
Color(as in Magic Type): Green
Religion: Dur-Aniam (worship of wolves)
Government: Cheifdom
Economy: 2- 2/0
Mana:
Population:
Army:
Navy:
Air Force:
Academia:
Technology: Copper Age
Confidence:
Culture:
Wonderous Works:
Description: The Druids of Daeuron have always been a peopel to follow the wild spirits. They see all nature as pure happiness. And anyone who interfears with pure happiness,to them is an enemy. They are a pale white people who do no tan easily even in high exposures to sunlight. They mostly wear animal skins. But take care to use all that nature gives them. They have finally after years of nomadic life,following the wolf herds, found a place to settle. And now they finally harness something that has been in them for a long time. Magic of Nature.

Starting Postion to come.

cradelmaplw2.png
 
Nekomi
Race: Nekomi(Catpeople)
Cities: Capital, if any yet. It will be bolded. Major cities will also be listed here.
Leader: Alicia/TerrisH
Color(as in Magic Type): Green
Religion: Animlism
Government: republic
Economy: 2- 2/0
Mana:
Population:
Army:
Navy:
Air Force:
Academia:
Technology: Copper Age
Confidence:
Culture:
Wonderous Works:
Description: A curious people, few know where the Nekomi came from. Some say they were once human, since other then the Ears, Tail, and the fur, they closely resemble them. perhaps they were changed as the result of a magical accident. but few believe this, because while the resemblance is close, their personally greatly differs. the Nekomi are Incredibly inquisitive, and very Predatory in nature. always hunting for something to study and play with..

Map47.png

starting Position is the first fork in the river of the south flowiing river headdign into the eastern bay.
 
Terris, can you post a map with your starting location

And From now on, poeple, just make a red dot, i'll put how big your country is.....

Lucky, i like the people:)
 
Nashiya
Race: High Elves
Cities: Capital, if any yet. It will be bolded. Major cities will also be listed here.
Leader: Masur Kromf /Your Name
Color(as in Magic Type): White
Religion: Way of the Righteous
Government: Republic
Economy: 2- 2/0
Mana: 2
Population:
Army:
Navy:
Air Force:
Academia:
Technology: Copper Age
Confidence:
Culture:
Wonderous Works:
Description: A great people, they were once fishermen and farmers before being forced from their ancestral homes and with a sign from their God Swariof, they settled on the edge of the continent, building a great city overlooking a small pass into the greater lake.

On the location in the eastern part of cradle that resembles Constantinople with the strait and all that, can't post map because paint can't read file :(

EDIT:
swissstartstatjf5.png
Used moose's map
 
i wasnt sayign how large my nation was. I was exagerratign the presence of the red dot. I should have made it a gif with flashing lights.
 
Numbered Mana is bad unless it's a god game......
 
Naxxramas
Race: Humans
Cities: High Rock
Leader: Seth Dethos/ Cleric
Color: Black
Religion: Grenth (God of Death and Ice)
Government: Majestic Council of Twelve
Economy: 2- 2/0
Mana:
Population:
Army:
Navy:
Air Force:
Academia:
Technology: Copper Age
Confidence:
Culture:
Wonderous Works:
Description: Dark evil people, exiled by their brethren. Above all they value ambition and power...

Start me all the way down in the south, on the coast. My MS paint refuses to open the map.
 
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