Neo Nes : Legends III

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Neo Nes : Legends III​

BACKGROUND:
For a long time there has been an attempt of bringing the fantasy theme to nesing, the majority however do not achieve anywhere near the results expected. This is my third attempt of using the fantasy theme on a nes. The last Legends neses (and other neo neses in general) have been re evaluated to produce this one. It is perhaps too simple and perhaps not fantasy enough, however this is done with the expectations of the nes to grow as the nes develops. It has been specially crafted by me for the almost non-existent group of neo nes fans out there and therefore I hope they, and those newcomers enjoy this one. Read the following rules very carefully, as they are different (somehow) to the neses you are used to.

RULES: READ OR DIE
ECONOMY:

The foundation of every nation. Gold will be the unit of currency (unlike the contemporary standard of the PP). The economy is based on the number of cities and settlements that you have. Therefore there will be no level system. Your capital city produces 5 gold per turn, while settlements/villages produce 1 gold per turn.

Expanding the Economy… and the EMPIRE!
Since you get your income from your cities, there are few ways to increase your economy. The simplest way is to build more villages. The cost of building one village is 4 Gold. Villages can only be built in territory that is white (uninhabited). Think of the CIV games, your empire size grows as your population and cities increase. Not by ‘sending your army north to capture territory’. Cities therefore must be built near each other. However you may build cities on an island or continent far away. For this you might have the requirement of a certain technology.

The other way to grow your economy is through new technology. There are some technologies that might offer an increase on overall output of your cities, or decrease costs of building cities.

Banking?: To bank your gold you need the required technology.

TECHNOLOGY:
Technology and education are often forgotten in most neses as players concentrate on just growing armies and wealth. However in this nes, the development of technology gives you a lot of advantages and abilities. You can only research one technology at a time. You may pay for it little by little or at one time. Note that for you to get a certain technology; you must already have the technologies before it. For example, if you want to research irrigation, you must already have Engineering and masonry.

Tech Trade?
: Both nations require a certain technology to be able to exchange technologies.

Note that the tech tree will slowly grow.

ARMED FORCES

This is a very basic concept, you pay so much and you receive a division or a ship.
At first the only thing you can purchase is Infantry divisions. (which consists roughly of 1000 men). The cost of such is one gold. Eventually, with research you might be able to raise cavalry divisions at a cost of 3 gold. (which consists roughly of 100 horseman). You may also get to build warships at the cost of 5 gold (one large warship). Each ship can carry up to 2 divisions.

Technology gives your forces new skills or upgrades, so don’t get behind!.

STORIES:

You get nothing. No free money, no free stuff. Well kinda. People that regularly write good developing stories will get chance events. These are not your regular events, in fact through events you will encounter the many mythical creatures that inhibit this world.

GEOGRAPHY:
This is very important to know. The mountain ranges are the largest ones in the world. So compare them to something in between the alps and the Himalayas. They CANNOT be crossed or cities built upon them. Armies must go around them. Also, you might not send forces across a river (or settlers) until you have developed the technology to allow you to do so.

WHERES THE FANTASY STUFF?
:
Special items:
Every once in a while, randomly, (or encouraged by good story writing) you might find items in your campaigns or nearby your settlements. These items at first might seem to have no use, however in time their purpose will be made known. (or perhaps allow you to send a party on a quest?)

Creatures:
Ok, the one you’ve been waiting for. In the original Legends nes, I pretty much introduced the majority of the creatures from start. However this time I won’t. You will discover them as you expand. The creatures have been taken from legends and myths from many cultures around the world. They can prove to be obstacles as you expand, or tools for your conquest. Ways to defeat, or domesticate these animals will take time, and for the most time require the use of a special item. However they are merely to give you an edge in warfare (and perhaps work as a grand UU). Expect your regular army to still be the bulk of your defense forces.

Background and starting point?
All starting points and names have been posted. However the background has been blank. I will fill them up as time goes by; based mostly on your actions. Therefore you are writing history on a new piece of marble. Remember to keep it a bit realistic. Is the dawn of civilization, so I expect to see everything from early republics to tyrannical monarchies. Individualize your nation but try to keep it realistic in name. Things like “bob’s army of pizza man” will not be permitted.
 
Costs and Tech Tree!

Cost to build a new village = 4 gold

Infantry Division (1000 men) = 1 gold
Cavalry Division (100 horsemen) = 3 gold (requires technology)
Large ship (one ship) = 5 gold (requires technology)


TECH TREE

C = Cost to research such technology.


I-Currency - No Effect, Requirement for Banking. C= 7 gold
II-Banking – Allows you to bank your income. C= 15 gold
III-Guild Production – City production +1 Gold per turn. C= 21 gold

I-Alphabet- No Effect, Requirement for Writing. C= 7 gold
II-Writing – Allows tech trade (Both civilizations must have this tech). C= 15 gold

I-Domestication – No effect, Requirement for horse riding. C= 7 gold
II-Horse Riding – Allows building of Cavalry Divisions. C= 15 gold

I-Masonry
– No effect, Requirement for Engineering. C= 7 gold
II-Engineering – Armies and settlers can cross rivers. C= 15 gold
III-Irrigation – Cost to build settlements decrease by 1 Gold. C= 21 gold

I-Fishing – No effect, Requirement for Sailing. C= 7 gold
II-Seafaring - Allows building of Ships. C= 15 gold

I-Mining – No effect, Requirement for Bronze Working. C= 7 gold
II-Bronze Working – Better Infantry. C= 15 gold
III-Iron Working – Better Infantry & Cavalry. C= 21 gold
 
IV

**Fehu - Kal'thzar
Production: 11 Gold
Banked: N/A
Army:
3 Infantry Division
Navy:
N/A
Tech:
Developing : Masonry 6/7 Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Uruz -Wubba360
Production: 9 Gold
Banked: N/A
Army:
5 Infantry Division
Navy:
N/A
Tech:
Developing : Domestication 3/7 Gold
Achieved: Mining
Special Items: None
Legendary Creatures: None
Background:

**Thurisaz - Warman
Production: 10 Gold
Banked: N/A
Army:
5 Infantry Division
Navy:
N/A
Tech:
Developing : 0/? Gold
Achieved: Currency
Special Items: None
Legendary Creatures: None
Background:
Thurisaz is a nation of hardy Dwarves which is split between three clans. The Dark Iron Dwarves, the Wildhammer Dwarves, and the Bronzebeard Dwarves. The nation is named after the Dark Iron dwarf Thaurissan who united the clans and crafted the capital of Thurisaz which is named after himself.

**Ansuz - Bananalee
Production: 8 Gold
Banked: N/A
Army:
10 Infantry Division
Navy:
N/A
Tech:
Developing : none 4~Bestiary Expansions~/? Gold
Achieved: Masonry
Special Items: None
Legendary Creatures: None
Background:

**Raidho NPC
Production: 11 Gold
Banked: N/A
Army:
5 Infantry Division
Navy:
N/A
Tech:
Developing : Fishing 3/7 Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Kenaz - Contempt
Production: 8 Gold
Banked: N/A
Army:
3 Infantry Division
Navy:
N/A
Tech:
Developing : Horse Riding 8/15 Gold
Achieved: Domestication
Special Items: None
Legendary Creatures: The Slepnir and catoblepas are known to live around Kenaz.
Background:

**Gebo - Erez
Production: 11 Gold
Banked: N/A
Army:
8 Infantry Division
Navy:
N/A
Tech:
Developing : none 0/? Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Wunjo -thomander
Production: 7/8 Gold (1 city occupied)
Banked: N/A
Army:
2 Infantry Division
Navy:
N/A
Tech:
Developing : none 0/? Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Hagalaz - Finmaster
Production: 8 Gold
Banked: N/A
Army:
11 Infantry Division
Navy:
N/A
Tech:
Developing : none 0/? Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Nauthiz - Tayrion
Production: 10 Gold
Banked: N/A
Army:
6 Infantry Division
Navy:
N/A
Tech:
Developing : mining 4/7 Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Isa - NPC
Production: 8/9 Gold (1 occupied city)
Banked: N/A
Army:
12 Infantry Division
Navy:
N/A
Tech:
Developing : none 0/? Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Jera - Alex
Production: 9 Gold
Banked: N/A
Army:
9 Infantry Division
Navy:
N/A
Tech:
Developing : masonry 3/7 Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Eihwaz - The Major
Production: 9 Gold
Banked: N/A
Army:
10 Infantry Division
Navy:
N/A
Tech:
Developing : none 0/? Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:

**Perthro -Reno
Production: 9 Gold
Banked: N/A
Army:
5 Infantry Division
Navy:
N/A
Tech:
Developing : 0/? Gold
Achieved: Fishing
Special Items: None
Legendary Creatures:
FBackground:

**Algiz - Niklas
Production: 10 Gold
Banked: N/A
Army:
5 Infantry Division
Navy:
N/A
Tech:
Developing : 0/? gold
Achieved: Currency
Special Items: None
Legendary Creatures: None
Background:

**Sowilo - Conehead
Production: 10 Gold
Banked: N/A
Army:
5 Infantry Division
Navy:
N/A
Tech:
Developing : 0/? Gold
Achieved: Masonry
Special Items: None
Legendary Creatures: None
Background:

**Tiwaz - Cleric
Production: 10 Gold
Banked: N/A
Army:
4 Infantry Division
Navy:
N/A
Tech:
Developing : 1/? Gold
Achieved: masonry
Special Items: None
Legendary Creatures: None
Background:

**Berkano - Swiss Empire
Production: 10 Gold
Banked: N/A
Army:
2 Infantry Division
Navy:
N/A
Tech:
Developing : none 0/? Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:
 
World Map Physical
 

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~~Creature Catalogue and Index~~​

CATOBLEPAS: With the body of a bison and the head of a hog, the Catoblepas supplies much meat to those that hunt it. First encountered by Kenas, this animal lives in the northernmost regions of the world. Although it has much delicious meat, the head is often left untouched and quickly disposed of. The Catoblepas lives on poisionus roots and vetetation. Therefore a danger of anyone that does not know how to propertly prepare one to eat.
Nations with Catoblepas: Kenas

SLEIPNIR: whose name means smooth or gliding. It is almost like any horse, but it has eight extremities instead of four. This 8-legged horse is somewhat larger than usual horses. they have the same speed, but twice the endurance. Allowing potential raiders to ride longer with fewer stops and maintained speeds. Because of being larger, it is more expensive to maintain and more expensive to use as a cavalry unit. But ofcourse horseriding has to be developed before the sleipnir can be used in battler or hunting...
The animal can only breed in norther territories, where only a special kind of grass grows. It is scential to the diet of young sleipnir during its early years.
Nations with Slepinirs : Kenas (although cannot yet use it to create cavalry units)

ROC:
East of the Ulthar mountains there have been great terrible and fantastic sightings. It often starts with the lands growing dark. The sun being covered by a creature of fantastic size. This creature is so large that it covers the sun temporarily (or so claim those that have seen it). It is called the Roc, or 'the great'. It is large and lives deep in the Ulthar Mountains. It often goes out to carry off cows or horses that it uses to eat or feed its young. It appears to be white during winter and black during summer. Most likely to camouflauge itself when it lands on the mountains.


VEGETABLE LAMBS:
The sheep are attached to a plant by their navel. It is said that the plant bent to let the sheep graze on the grass beneath it, and that when all the grass was gone, the sheep dropped from the plant and ran off, the tree dying. Altough the plant was found in the wild, it is not entirely sure how to domesticate it as a corn or other plants. The wool of this sheep however is much warmer and of much higher quality than normal wool. It is hard to come by, but any piece of clothing is worth its price in gold.

SEA SERPENTS:
Little information is known. They have been sighted by the early fisherman of the southern people of Perthro. The estimated lengths of sea serpents vary from 20 ft to 250 ft (6 to 75m), but most guesses fall in the middle range, suggesting an average length of 150ft (46m).

~:~The 'Ancient Ones'~:~
Among the many creatures that populate this world, there are a handfull of creatures that are said to be older. Perhaps from past ages. They do have some mystical and magical properties, making them special and unique.


~The Simurgh~
A gigantic, winged monster in the shape of a bird; a kind of peacock with the head of a dragon and the claws of a lion. Its natural habitat is a place with plenty of water. The creature is so old that it has seen the world destroyed three times over. In all that time, Simurgh has learned so much that it is thought to possess the knowledge of all ages. The Simurgh lives in the middle of the Vorvadoss Sea. In the island named after himself.
It is highly territorial and does not allow settlements on its island, but does welcome visitors. He will answer any single question if the visitor brings what the Simurgh asks in return as payment. Often an object or artifact from far away lands. Thus is the starting and endpoint of great quests.


~Yonu-Funeshi~

On a cave under the rocks of the Perthrorian coast lives a great serpent. It is called Yonu-Funeshi. Every year on the night of March 15, the serpent had to be offered a fair maiden. If this was refused, the creature would cause storms and destroy the fishing fleet. Unlike the Simurgh, the Yonu-Funeshi is a terrible and brutal beast. It is believed that the Yonu Funeshi swallowed a great treasure, and if killed, it can be taken from its body.
 
~~Communications~~​
Algiz & Berkano & Tiwaz
Eihwaz & Jera & Isa
Nauthiz & Hagalaz & Wunjo & Gebo & Kenaz
Raidho & Ansuz​

~~Alliences~~​
 
~~Religions~~​

Eihwaz: The People of Eihwas Worship the Moon. Eihwaz is Known for the numbers of temples that exist on that nation.

Kenaz: Followers of the Kringt Religion. They belive that the Sky Above (Kringtri) created the Spirits of the Earth, the physical Earth, the Animals, among which are most powerful White Wolf and Red Deer, who gave birth to the people of Kenaz.
That the Spirits deserve to be worshipped, and that animals are part of natures circle and struggle, and can be harmed and hunted by the people.
The power of the being is only based upon struggle, which is why the people of Kenaz refuse to migrate, although battle, fighting, and hunting are acceptable substitutes to the harsh climates the Kenaz call home.
To die is to become one with Kringtri.

Anzus: The people of Anzus believe in Ayahanda. The founder of men killed and ate his siblings out of fear of their increasing strength. Bebas was the first to fall victim to cunning traps laid by Ayahanda, which rendered them unable to fly. He cooked them, rendered them common and ate them. Then, Renang the swimmer was next to go when Ayahanda speared him from the Vorvadoss, the Great Salt Water. Last but not least, it was Kumara's turn to be dug up by Ayahanda's tools and eaten.
Being rendered common, Ayahanda declared the offspring of his brother's to be food for his own offspring, and to this day the Ansuz - the common - trap birds in the forests, spear fish in the river and dig up the abundant kumara for nourishment.

Algiz:
The Algiz myth of Creation is as follows.
The Earth, Sea and Sky belong to Iz, and with them He does as he pleases, as is His right. Thirst He quenches in mighty rivers, changing their course. He soars with the winds, and tornados form in His wake. He tumbles in the great waters of the salt seas and huge waves crash on the shores. His body racks the earth where ever He would land, and the land shakes and sunders. He mates with the Earth, Sea and Sky, and they bring forth the lesser creatures, so that He can sate his hunger on these beasts at His fancy. The world is the dominion of Iz, whatever He wants is His to take. He ravages the world for an eon, until He tires and goes to sleep. And as He sleeps, the Earth, Sea and Sky can rest, and peace reigns for an eon, until next Iz awakens...


Perthro:
As the the people of Perthro became ever increasingly dependent on the sea for their livelyhood, the need to secure that livelyhood became ever more important. And as the stories of the 'Kel' (creatures of the sea) began to spread, most of the populance, the rulers of the country included, began to consider the creatures as divine. The most powerful and largest of the creatures were named 'Oskel' (divine creatures of the sea).
Temples and shrines were built on the shores of the nation to ask the Oskel to favour the endevours of the brave fishermen of Perthro.
As time went by, myths of how the greatest of the Oskel had given birth to the sea and all life in it ages ago came into being in the mouths of the people.
 
oh questions:
only humans?

any magic in the future? psyche powers?
 
Tiwaz!!!!!!
 
Algiz please.
 
oh questions:
only humans?

any magic in the future? psyche powers?

you can choose to be orc, elf, human, dwarf. Or anything with my permision. However the same rules apply to everyone (so you dont get any bonuses for being a different race at the start of the nes)

Magic? mmmh....... maybe, maybe not. At least not to the level of having wizards destroying whole divisions or something.
 
what about actual god's?

i dunno, make up a realistic religion, maybe worship the greater creatures i dont know. No, worshiping a god wont get you free stuff.

you are free to costumize your civ, but you wont get anything extra. Everyone will have to follow the same rules. yeah i can give free stuff to everyone depending on their race, god, etc etc, but hey, the nes would turn too complex and hard to mod.
 
Sowilo
Production: 5 Gold
Banked: N/A
Army:
1 Infantry Division
Navy:
N/A
Tech:
Developing : none 0/? Gold
Achieved: No Techs discovered yet
Special Items: None
Legendary Creatures: None
Background:
 
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