Sekai (Fantasy NES): The Third Age Begins

kkmo

世界
Joined
May 22, 2008
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S E K A I

Welcome to Sekai: The Third Age. To start, see the Table of Contents. Choose what type of player you want to be. Then choose your race. Then read all of the rules on this page. If you are choosing to play as a kingdom, city-state, or guild, ask me to roll dice for you to create your starting economy and your starting territories. Then create a profile and your first set of orders using the templates. You will then be prepared to play within the world of Sekai.



Table of Contents

Spoiler Table of Contents :

1. Backstory & History

Spoiler Backstory & History :
Backstory

The world is an interesting, beautiful, and violent place. Forests, swamps, deserts, high peaks and flatlands that stretch as far as the eye can see. And for a long time, this world has been inhabited by several types of beings, those that have formed groups to support one another, and others that ravage the world without conscience. There is a dark and complicated history behind this world, a history that is still fairly unknown to even the most intelligent scholars in Sekai. Still, many artifacts have been found over the years, proof of ancient wars that shaped the landscape and powerful mages that formed the mountains.

The First Age was mostly an age of creation. This is when various gods, no one knows how many, arranged the creation of this realm so they could create physical manifestations of themselves and their ideas and ideologies, and subsequently create subjects to work with them. Many races were created during this time, but it was not until the Third Age that these races had completed their evolution processes. The First Age was violent in its creation, massive blizzards and meteor showers from the heavens rained on Sekai and shaped its lands. Many of these gods manifested themselves in the bodies of powerful mages that roamed and altered the landscape. It was during the First Age that some sort of rift between the gods was becoming noticeable. This rift began with Arc'a, a powerful god who dabbled in the afterlife. It was said that even the gods were not in control of the death of creatures, but Arc'a took it upon himself to cheat death and raise the dead, effectively making an army for himself. This angered many of the other gods, who in turn began to gather many creatures together from the lands they had created, creatures that were primitive forms of the races, and then other less intelligent beings such as centaurs and gnolls. The result was a violent and epic war that lasted centuries, and left the ground buried with bodies and skeletons, weapons and claws, and ancient destructive spells. The end result of the war was a victory for those who opposed Arc'a, and he was sent to permanently reside in his physical manifestation in a prison constructed under ground, unable to use his magic. To this day, it is said that somewhere in Sekai this underground prison still holds Arc'a. This would not be the end of war sponsored by deities in Sekai.

During the Second Age, the evolution of the races was progressing well. Interestingly enough, Humans and Elves began to cross-breed, creating a race of mixture beings. This race angered both Humans and Elves, and persecution within their kingdoms began. They had the sponsorship of many gods to persecute the Half-Elves, but another small group of gods began listening to the prayers of these Half-Elves and granted them powerful magic. What resulted was the rising up and revolution of imprisoned Half-Elves, the use of powerful magics that destroyed entire kingdoms, inflicting vengeance on Humans and Elves alike. When the dust settled, the Half-Elves continued breeding with one another, their own race had been created, and the gods, still experiencing quarrels, let them be. It was also during this time that many new kingdoms and states formed. Many wars occurred, none quite as large in scale as the war that had occurred in the First Age, but still bloody enough to create powerful warriors and sorcerers that marched for their kingdom. One war that is particularly well-known was a war that lasted over 200 years between Elves and Dwarves in the mountain-forest areas. A powerful Dwarvish kingdom desired precious metals, while the Elves were not enjoying the mining of their high-up forest lands. This gave Humans and other races an upper hand after the wars, as they had not been through such turmoil. This was not to last long. Another war began between Humans and Orcs, one that killed thousands of people, as Orcs began to ravage Human villages and completely massacre their civilians. Orcs also began to use the Undead, who had been restricted since the First Age, as their servants. This alliance would later be broken as powerful Humans and Elves became necromancers and made successful attempts to free the Undead and create a new Undead order. The Second Age brewed many hostilities between races. In addition, Gnomes and Goblins began bloody wars that took place entirely within massive caverns in mountains and deep underground cities. Also giving the Elves trouble were their Dark Elf counterparts, living in some of the same forests and often surprise attacking Elvish settlements. The Dark Elves were created in the First Age by a god named Durhuan, a god wishing to take what were evolving into Elves and make sure that he would have minions to counter them in the future. Dark Elves were able to be one of the first races to break themselves completely from their creator during the Second Age, as many Dark Elvish sorcerers operating in secrecy poisoned their ruler Durhuan, rendering him eternally paralyzed and placing his soul into an ancient tree somewhere in a deep Sekai forest.

During the Third Age, the age that Sekai is currently living in (we are at the start of the Third Age), races have evolved and all of the ancient kingdoms have been all but destroyed. There are still some kingdoms and realms around that have been around for hundreds of years, but the old ancient kingdoms that participated in the wars of the Second Age are extinct, and only artifacts of their presence can be found. At this time, the magick from the gods has been inhabiting Sekai for millions of years, brewing and becoming more powerful over this time because of the wars waged and the many sorcerers that broke from the gods, or the physical manifestations of gods that seemingly vanished, their whereabouts a mystery.

Still, there are two empires on either side of Sekai: Kandoran and Tyurial. These two empires have been waging war since the second age, the only two ancient empires that still remain. Fortunately, they stay out of central Sekai, where they consider the races of this region to be primitive and not worthy of contact. Indeed, it would seem that the gods have left Sekai, abandoned it, but leaving behind their magick arts, because these arts could never be erased after the millennia of schooling and training that has engrained itself in the land and its people. So the gods left their powers, and then vanished. Some say that the gods are lurking, preparing to re-enter into the affairs of Sekai, but for now, all that is left are races that worship these gods using magick arts. The gods created these races and creatures and then left. That is the definitive quality of the Third Age.

History

In the making.
 
2. Types of Players

Spoiler Types of Players :
Your starting economy is dependent on a random dice roll! The same goes for stats for parties and single characters.

Kingdoms have one large city and several smaller towns. They are spread across a few territories. Their power lies in their large economy, armies, and pride of having a kingdom. Their weakness is that they must defend their borders from dangers and are often targeted by others for their wealth and success. Managing a kingdom can be more difficult than you may imagine. Your people are also very demanding. Groups or single characters can ask you to sponsor them, and city-states can ask you to protect them.
Starting kingdom economies will receive anywhere from 1200 to 6200. Anywhere from 4 to 9 territories can be occupied at the start. These numbers depend on random dice rolls by the moderator.
Adv: You have a considerable amount of influence on the world, a large economy and thus army, and an ability to influence others.
Disadv: You have many citizens that can sometimes become unhappy depending on your policies or how you rule your nation. Because of your considerable influence, any slip-ups could be tantamount to your downfall.

City-States on the other hand are more manageable. It is one city, surrounded by smaller cottages and villages, centralized in one territory. The advantage here is a centralized location in which you base your operations, and usually instead of having a large population like a kingdom, your population is smaller and easily ruled and appeased. Usually city-states have a single ruler, depending on the race and situation. Your army and economy are smaller than kingdoms, but not necessarily less successful. Usually you have affiliations with kingdoms, or alliances for protection, and usually you have certain groups or single characters that will consider you a sponsor.
Starting city-state economies will be anywhere from 400 to 900 gold. This number depends on a random die roll by the moderator. City-states start with only 1 territory.
Adv: Not as much pressure as a kingdom. You are a single city with some villages and cottages, located in a single terrain hex, sometimes two, at most, three. You can raise a small army and have a protection force or even threaten other city-states.
Disadv: If a kingdom finds that your presence is a threat, you could be in trouble. At the same time, if a kingdom wants to cooperate, you might have to agree. Still, you are not forced into anything. City-states often successfully battle kingdoms.

Guilds (Organizations) have sponsor kingdoms or city-states and give their services to only this kingdom or city-state. An organization can be a single military unit, effectively a mercenary, that goes from city-state to city-state depending on how much you are paid. Or you can be a religious organization or a sorcerer's club of sorts. The internal politics of an organization are not always peaceful.
Starting guild economies will be anywhere from 100 to 300 gold. This number depends on a random die roll by the moderator.
Adv: Your money goes to the upkeep of a military or the purchasing of spells and technologies, nothing else.
Disadv: Difficult to maintain your own territory, you are at the service of larger powers.

Groups are bands of adventurers that you control yourself, there is usually very little in-fighting and it is parties of about four or five characters. This is fairly open-ended, but often you desire a homeland to fight for, and if you have varying races in your group, it will be more difficult to obtain sponsorship.
Groups receive 10 spending points per character each turn. These spending points can be spent on learning new spells/skills. This is not to be confused with experience points, which are handed out by the moderator during party quests.
Adv: All you have to worry about is a small group of characters. All of your money goes to personal spendings, such as equipment and training of spells.

Single characters are exactly what they sound like. This option is for die-hard old-fashioned role-players. Dungeons and dragons style.
Single characters receive 10 spending points each turn. These spending points can be spent on learning new spells/skills. This is not to be confused with experience points, which are handed out by the moderator during character quests.
Adv: Nothing to worry about at all, you can go anywhere on your own, and your money will go solely to yourself.

All economies can advance forward, depending on the policies of the player. Keep in mind groups of adventurers and single characters can obtain bonus money from quests and other deeds, helping your characters to learn magic and receive other advantages.

So you can choose from any of these. Then there are the races.


3. Races of Sekai

Spoiler Races of Sekai :
Humans (Order)
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Humans are interesting creatures. They re-produce frequently and they have a strong concept of ethics and morals, causing them to be fierce fighters when a cause is involved, or when the safety of their nation is at stake. Because of their quick reproduction, their kingdoms are often plagued with poor and unemployed people living alongside wealthier citizens, causing humans to have economic problems. Human history is ancient. They were evolved from primates and their original form was in a race of primitive, nomadic peoples. Gradually they settled and began to establish sedentary communities. Humans love to eat pretty much anything, as long as its cooked. Raw foods are not their favorite. Human economy is centered around livestock, horse-trading, wheat, beer and other alcohol, vegetables, and fruits. Alcohol is probably their most popular export among other races.

Elves (Order)
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Elves are even older than humans in terms of race history. Elves are said to have originated from spirits that came from forests. Seeing the developing human body and its flexibility, these forest spirits inhabited the evolving human form and their own type evolved as a result (taller, pointy ears, and longer life-spans). Having such a mystical background has given Elves an advantage in the magic arts, but they are often ignorant to new ideas involving technology and research, and usually prefer to stick to their ancient and magical ways. Their economy is centered on the export of medicinal herbs and spices. It is said their woods are enchanted, but they would never dare cut down a tree. Elves are environmentalists, lovers of their woods, and know them very well.

Half-Elves (Order)
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Half-elves were, for a long time, ridiculed in both Human and Elven society. Eventually they came to be respected members of the universe, founding their own half-elf specific nations. There was an exodus from Human and Elvish kingdoms. The magical element of an Elven body mixed with the very earthen element of a Human body created something special. Bred again and again obviously the half-elf loses bits of its origins, which has made the half-elf society into something unique. Half-Elf economy is based around an odd mixture of the easy livestock raising of humans and the more difficult medicinal herbs found in forests, though of course pure Elvish medicine is of higher quality. It is rumored that Half-Elves make their living from harvesting timber from enchanted woods, providing nations with strong, magical wood. Their Elvish blood dictates that they know the forests well, their Human blood makes them have no qualms about cutting it down, much to the dismay of the Elves.

Dwarves (Order)
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Dwarves are an ancient race, about as ancient as Elves. Dwarves get along well with Humans and Gnomes, but there are some hostilities between Dwarves and Elves. Dwarves were formed by mountain spirits in the general form of being which originated both Humans and Elves and Gnomes. These spirits had their own take on an ideal form, being from the mountains and desiring to form kingdoms almost entirely within mountain ranges. The Dwarves have access to natural resources and precious materials, giving them an upper hand in economic matters. Often their very earthly nature makes them separated from most things out-of-body, thus their magic abilities suffer. Dwarves love alcohol.

Gnomes (Order)
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Gnomes are interesting creatures. They are even smaller than Dwarves in physical form and they are found so far underground that their communities are close to the center of the earth. They are extremely intelligent and innovative, focusing on inventions and new ways to solving problems. They usually trade their engineering expertise and odd crafted trinkets such as clocks and steam-powered caravans.

Orcs (Chaos)
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The Orcs of Sekai are a savage race. Even though they are savage and excellent fighters, they can still be extremely intelligent and have been able to form coherent communities over time. It is said that Orcs formed from corrupted spirits attempting to inhabit human souls, mutating the standard figure and causing it to grow sharp teeth and claws and create animal-like instincts. Orcs are deadly, but do not underestimate their ability to hold conversation... if you are talking to the right ones. Orcish communities are usually semi-sedentary (think of Mongolian ger, or tents), but in recent history Orcish kingdoms have begun to arise and city-states, though they are usually extremely poor, often have slaves, and are militaristic. Orcs think of the whole, not the individual, unless you are an exceptionally skilled fighter. Orcs love to eat raw meat, raw horse meat being a rare specialty that they enjoy along with Goblins, but they will eat any meat, and do not eat fruits or vegetables. Orcs, of course, usually use horses for their soldiers or for their agriculture, but sometimes they are bred to be eaten, or stolen from Human farms for a delicious final course in any meal.

Goblins (Chaos)
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Goblins are physically the chaotic version of Gnomes. However, they have very different characteristics. Goblins usually inhabit mountain ranges, like Dwarves, and are extremely intelligent creatures when it comes to commerce. Of all chaotic races, they are the most trusted by other races because of their abilities as shrewd merchants. They have access to precious materials, and while they are not as strong or skilled in combat as Dwarves may be, some say their small and fast bodies (as opposed to the Dwarves' somewhat lumbering speed) gives them an excellent ability to shuffle goods from high places to villages on flatlands in short periods of time. They are also fast miners and are said to be somewhat competent inventors, especially for a chaotic race. They love to eat raw meat, and like the Orcs, raw horse meat is a specialty, especially for the Goblins who have no other use for horses except for food.

Undead (Chaos)
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The Undead, like the Orcs, have a reputation of not being sociable. This would be incorrect. The Undead are actually an ancient race, originating from the afterlife of carcasses found of all types of races, but mostly Humans and Elves. These spirits inhabit dead bodies and create from them a strange race that is mostly bone, but with a massive soul. Because of the Undead's far from fragile body, they have become experienced fighters, gaining an advantage in combat. The Undead are usually extremely powerful. However, this is countered by their limited ability to create new inventions. The Undead are not very concerned with technology as their soul is the basis of their existence, not their brain or even their hands, unless it comes to fighting or devouring others for their cause. The Undead have virtually no economy at all, and their society is usually either non-sedentary or semi-sedentary. There are exceptions, though, like large citadels in which a single undead Lich lord rules over his subjects with an iron fist, without moving frequently. The Undead roam in swamps and deserts mostly. Their citadels and their "societies" are built with the backbone: zombie slaves. By raising dead bodies and making them work, the Undead can achieve quick building and then can just leave the buildings and move on and make another small settlement. This moving around means that often a traveler will uncover Undead ruins in swamps and deserts, often which are haunted or still have skeletons and zombies roaming around. Beware. Sometimes the Undead are ruled by corrupted humans or even Elves which have embraced the magic to cheat death, the ultimate betrayal to one's god. Sometimes Undead will hand out the secrets to their spells in exchange for a high price.

Dark Elves (Chaos)
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Dark Elves are disgruntled spirits that inhabited the same Elven figure long ago. They are not as inept at developing technologies because of their break-away from the Elven race and their dabbling in new things. However, they are reluctant traders and are usually very stingy. Dark Elves are frequently loners as well, and this lack of a coherent society means that it is often difficult for a Dark Elf or a Dark Elf encampment to make money. Dark Elves use herbs and spices found in their dark forests, however, instead of using them for medicinal reasons, they are often used to create powerful poisons that are used in arrows or blades. Like Elves, Dark Elves know the forests very well and they are actually against the cutting down of their forests, because these woods produce the poisons that their economy thrives on.


4. Rules

Spoiler Rules :
Here are some basic rules. You have a few things to accomplish with this game:
  • Learn Spells/Skills
    As simple as it sounds. See below to the spell tree. You will set aside some of your turn income to research spells. Only spells of a single tier can be researched per turn.
  • Research Technology
    See below to the tech tree. You will set aside some of your turn income to research technologies. Only one tech can be researched per turn.
  • Reinvest money into your Economy
    Kingdoms, city-states, and guilds have a base growth rate of 5%. So you choose to re-invest 200 gold, that means you will obtain 10 more gold the next turn. Parties and characters cannot re-invest, but they get a turn allowance, and they will obtain other money through questing.
  • Construct Improvements
    Kingdoms and city-states have various improvements to choose from (see below).
  • Train Troops/Equipment
    Kingdoms, city-states, and guilds purchase troops while parties and characters purchase equipment. These are on two levels: attack and defense. There will be effects on attack and defense for equipment. As for troops, there are different types of troops to choose from (see below). Troops can only be trained when you post orders after a Turn Update.
  • Move Units
    Move units on the map via hex. Movements can occur every 24 hour period. In one day, you can move as many hexes as your Movement stat implies.
  • Spread Realm
    Settle another hex, which costs 50% of your economy and can only be done on Sunday (keep in mind you can save money, so if you have 50% of your economy from saving, this can work too). City-states have a limit of 3 territories maximum (for now, this will change), and kingdoms have a maximum of 12 territories (also for now).
  • Turn Updates symbolize the beginning of a new turn. After a Turn Update is posted, you may post a new set of Orders. Please note that this game takes place on a daily, so in between Turn Updates, there can be a lot that happens. I am constantly posting stories and updates to stories, but these are not turn updates. This game can be fast-paced if you want it to be. It all depends on the player. If you want it to be fast-paced, you can post a story each day. If you want it to be slower, you can post one every other day, etc. However, you cannot post orders until a Turn Update has occurred. Again, this is played differently than most NESs. The game is relatively free-flow and turns are done on the basis of Turn Updates. In between these updates, stories and story updates can occur, giving certain effects to certain specific players. These are not Turn Updates.
  • Advantages are given to each player! You may request an advantage. Usually, you can get a free advantage by giving all of one type of military unit a +1 Attack or +1 Defense or +1 Movement. You can request other things, but they need my approval first. If you want to up something by +2, you need to bring something else down by 1. That is as far as I am willing to go, and even then I would prefer simple +1 Advantages. Only ONE advantage allowed per player.
 
5. Spell Tree & Skill Tree

Spoiler Spell Rules :
Each (*), it costs:
  • 10 spending points for single characters
  • 10 spending points for parties (each character)
  • 50 gold pieces for guilds
  • 200 gold pieces for city-states
  • 400 gold pieces for kingdoms
Spells can only be purchased at one time during a turn. (--) means you require (-) to research, and so on. You can only purchase tiers of spells per turn (so you could purchase both Meteor and Lightning Strike on one turn, but then you cannot move on to the next tier that same turn; you would wait until the next turn to move onto the next tier). A note on Healing Spells: When your party fights, your hit points are cumulative (if all characters are in the same hex). Therefore, the advancement of Healing Spells (which ups your hit points) is beneficial for all characters in your party.

Table of Contents:
A. Attack Spells
B. Defense Spells
C. Healing Spells
D. Movement Spells
E. Summoning Spells
F. Necromancy Spells
G. Attack Skills
H. Defense Skills
I. Terrain Skills


A. Attack Spells

Spoiler Attack Spells :
  • [*]Attack Spells
    -
    18b.gif
    Fireball (+1 damage): *
    -
    11.gif
    Frostbolt (+1 damage): *
    -
    0x5008.gif
    Poison Dart (+1 damage): *
    --
    10.gif
    Magic Missile (+2 damage): **
    --
    close_wounds.gif
    Scorch (+2 damage): **
    ---
    55b.gif
    Meteor (+4 damage): ***
    ---
    30b.gif
    Lightning Strike (+4 damage): ***
    ---
    42.gif
    Flesh to Stone (+4 damage): ***
    ----
    64b.gif
    Blizzard (+7 damage): *****
    ----
    smite.gif
    Lightning Storm (+7 damage): *****
    -----
    trail_by_fire.gif
    Dragon's Breath (+9 damage): ******
    -----
    0x500a.gif
    Poison Breath (+9 damage): ******
    ------
    22.gif
    Meteor Shower (+15 damage): *******
    ------
    fireworks.gif
    Frost Nova (+15 damage): *******

B. Defense Spells

Spoiler Defense Spells :
  • [*]Defense Spells
    -
    37b.gif
    Color Spray (+1 defense): *
    -
    44b.gif
    Ice Armor (+1 defense): *
    --
    41.gif
    Frost Armor (+2 defense): **
    --
    18.gif
    Fire Ring (+2 defense): **
    ---
    divine_fury.gif
    Mana Shield (+4 defense): ***
    ---
    clone.gif
    Shadowguard (+4 defense): ***
    ----
    32.gif
    Wall of Vines (+7 defense): *****
    ----
    24.gif
    Frozen Orb (+7 defense): *****
    -----
    11b.gif
    Treeguard (+9 defense): ******
    -----
    28b.gif
    Flamewall (+9 defense): ******
    ------
    56b.gif
    Iron Skin (+15 defense): *******
    ------
    dampen_spirit.gif
    Invisibility (+15 defense): *******
 
C. Healing Spells

Spoiler Healing Spells :
  • [*]Healing Spells
    -
    12.gif
    Lesser Heal (+1 hit points): *
    -
    16.gif
    Cure Ailment (+1 hit points): *
    --
    50b.gif
    Renew (+2 hit points): **
    --
    holy_light.gif
    Rejuvenate (+2 hit points): **
    ---
    divine_focus.gif
    Prayer (+4 hit points): ***
    ---
    remove_curse.gif
    Heal (+4 hit points): ***
    ----
    purge.gif
    Blessed Touch (+7 hit points): *****
    ----
    29b.gif
    Cure Disease (+7 hit points): *****
    -----
    dance.gif
    Blessed Aura (+9 hit points): ******
    -----
    sacrefice.gif
    Holy Heal (+9 hit points): ******
    ------
    touch_of_life.gif
    Divine Light (+15 hit points): *******
    ------
    restoration.gif
    Resurrection (+15 hit points): *******

D. Movement Spells

Spoiler Movement Spells :
  • [*]Movement Spells
    -
    09b.gif
    Sprint (+1 movement): ***
    --
    angelic_faith.gif
    Haste (+2 movement): *******
    ---
    22b.gif
    Speed Aura (+4 movement): *************** (15)
    ----
    peer.gif
    Teleportation (can teleport anywhere on the map once every 7 weeks [7 real-life days]): ****************************** (30)

E. Summoning Spells

Spoiler Summoning Spells :
  • [*]Summoning Spells (summoned creatures do not get bonuses, one of each creature type can be summoned at one time, but multiple types can be controlled at once)
    -
    0x500b.gif
    Wolf (+1 Wolf, 3/3/0, cannot move alone): ***
    --
    0x5009.gif
    Giant Serpent (+1 Giant Serpent, 4/4/0, cannot move alone): ****
    ---
    38.gif
    Centaur (+1 Centaur, 6/6/2): ******
    ----
    44.gif
    Stone Golem (+1 Stone Golem, 8/8/3): ********
    -----
    60b.gif
    Wind Elemental (+1 Wind Elemental, 10/10/0, cannot move alone): ********** (10)
    -----
    41b.gif
    Ice Elemental (+1 Ice Elemental, 10/10/0, cannot move alone): ********** (10)
    -----
    63b.gif
    Fire Elemental (+1 Fire Elemental, 10/10/0, cannot move alone): ********** (10)
    ------
    0x500d.gif
    Tree Spirit (+1 Tree Spirit, 12/12/0, cannot move alone): ************ (12)
    -------
    39b.gif
    Nature's Breath (+8 attack/defense to all summoned creatures): ************ (12)
    -------
    mass_sleep.gif
    Nature's Will (+1 movement to all summoned creatures, including creatures that previously could not move alone): ************ (12)
 
F. Necromancy Spells

Spoiler Necromancy Spells :
  • [*]Necromancy Spells (raised dead do not get bonuses)
    -
    0x5000.gif
    Raise Dead I (+1 Skeleton 1/1/0, cannot move alone): *
    -
    0x5001.gif
    Sustain Dead I (can have 5 skeletons at once): ***
    --
    0x5000.gif
    Raise Dead II (+1 Skeleton 2/2/0, cannot move alone): ***
    --
    0x5001.gif
    Sustain Dead II (can have 10 skeletons at once): *****
    ---
    0x5000.gif
    Raise Dead III (+1 Skeleton 3/3/0, cannot move alone): *****
    ---
    0x5001.gif
    Sustain Dead III (can have 15 skeletons at once): *******
    ----
    0x5000.gif
    Raise Dead IV (+1 Skeleton 4/4/0, cannot move alone): *******
    ----
    0x5001.gif
    Sustain Dead IV (can have 20 skeletons at once): ********** (10)
    -----
    0x5000.gif
    Raise Dead V (+1 Skeleton, 5/5/0, cannot move alone): ********** (10)
    -----
    0x5001.gif
    Sustain Dead V (can have 25 skeletons at once): ************ (12)
    ------
    0x5002.gif
    Army of Darkness (all Skeletons can move alone with +1 movement to their 0): *************** (15)
 
G. Attack Skills

Spoiler Attack Skills :
  • [*]Attack Skills
    -
    05b.gif
    Charge (+1 Attack): *
    -
    48b.gif
    Gouge (+1 Attack): *
    -
    31b.gif
    Slash (+1 Attack): *
    --
    0x5003.gif
    Cleave (+2 Attack): **
    --
    awaken.gif
    Taunt (+2 Attack): **
    ---
    20.gif
    Strike (+4 Attack): ***
    ---
    23.gif
    Bash (+4 Attack): ***
    ----
    48b.gif
    Stun (+7 Attack): *****
    ----
    12b.gif
    Retaliation (+10 Attack, -1 Defense): *****
    -----
    hammer_of_faith.gif
    Rampage (+15 Attack, -3 Defense): ******
    ------
    forul_solum.gif
    Berserk (+20 Attack, -4 Defense): *******

H. Defense Skills

Spoiler Defense Skills :
  • [*]Defense Skills
    -
    07b.gif
    Shield (+1 Defense): *
    -
    17b.gif
    Disarm (+1 Defense): *
    --
    16b.gif
    Camouflage (+2 Defense): **
    --
    01b.gif
    Evasion (+2 Defense): **
    ---
    47b.gif
    Auditory Mask (+4 Defense): ***
    ---
    03b.gif
    Distract (+4 Defense): ***
    ----
    07.gif
    Feint (+7 Defense): *****
    ----
    35b.gif
    Stealth (+10 Defense, -3 Attack): *****
    -----
    24b.gif
    Shadow Wall (+9 Defense): ******
    -----
    0x5004.gif
    Shadow Walk (+12 Defense, -1 Attack): ******
    ------
    10b.gif
    Intuition (+20 Defense, -4 Attack): *******
    ------
    21.gif
    Vanish (+20 Defense, -4 Attack): *******
 
I. Terrain Skills

Spoiler Terrain Skills :
  • [*]Terrain Character Skills (Forest, Mountain, or Desert)
    Note: These spells/skills give you the benefits only in certain terrains. You must choose one terrain: Forest, Mountain, or Desert, and the skill will apply to that terrain. Your character must be pre-meditated "Forest Ranger" or "Mountain Ranger" or "Desert Ranger" and you cannot seek advantages in other terrains. The advantage of these is that they are low-cost and give you massive benefits in those terrains. Other classes can research these, but like the Ranger class, you must premeditate what terrain that class will be (i.e. "Forest Warrior" or "Forest Mage" and so on).
    -
    06.gif
    Cartography (+3 Defense in terrain): *
    -
    26.gif
    Barbed Trap (+3 Attack in terrain): *
    --
    04.gif
    Muddy Terrain (+5 Defense in terrain): **
    --
    51b.gif
    Flame Trap (+5 Attack in terrain): **
    ---
    40b.gif
    Animal Chatter (+10 Defense in terrain): ***
    ---
    33b.gif
    Dirt Spikes (+10 Attack in terrain): ***
    ----
    44b.gif
    Wind Gaze (+12 Defense in terrain): *****
    ----
    45.gif
    Call of the Wild (+12 Attack in terrain): *****
    ----
    52b.gif
    Nature's Renewal (+7 Hit Points in terrain per week [1 real-life day]): *****

J. Alchemy Skills

Spoiler Alchemy Skills :
  • [*]Alchemy Skills (each character may only have in their inventory five total items made from alchemy at any given time, the asterisk cost for each of these skills is per potion, so the amount of spending points listed must be spent per potion made through alchemy; an unlimited amount of potions can be made of the same type, but an inventory may have no more than five at one time; alchemy-made items may be given or sold to other characters; every time an alchemy skill is learned, the item corresponding to that skill appears in the alchemist's inventory, unless the alchemist already has five alchemy-created items in his/her inventory)
    -
    02b.gif
    Minor Healing Potion (creates a potion that gives +2 Hit Points when used, for 2 real-life days): *
    -
    0x5005.gif
    Poison Bomb (creates a poison bomb that, when in an inventory, gives the character +2 Attack, until after the next fight): *
    -
    08.gif
    Elixir of Minor Defense (creates a potion that, when used, gives +2 Defense for 2 real-life days): *
    --
    0x500e.gif
    Healing Potion (creates a potion that, when used, gives +5 Hit Points for 2 real-life days): ***
    --
    37.gif
    Elixir of Empowerment (creates a potion that, when used, gives +5 Attack for 2 real-life days): ***
    --
    15b.gif
    Elixir of Agility (creates a potion that, when used, gives +5 Defense for 2 real-life days): ***
    ---
    58b.gif
    Elixir of Time (creates a potion that, when used, gives +5 Movement for 2 real-life days): *****
    ---
    0x500f.gif
    Rage Potion (creates a potion that, when used, gives +9 Attack for 2 real-life days): *****
    ---
    awaken.gif
    Elixir of Fortitude (creates a potion that, when used, gives +9 Defense for 2 real-life days): *****
    ---
    09.gif
    Rejuvenation Potion (creates a potion that, when used, gives +9 Hit Points for 2 real-life days): *****
    ----
    13.gif
    Invisibility Potion (creates a potion that, when used, gives +12 Defense for 2 real-life days): ******
    ----
    61b.gif
    Elixir of Ogre's Strength (creates a potion that, when used, gives +12 Attack for 2 real-life days): ******
    ----
    01.gif
    Earth Blood Potion (creates a potion that, when used, gives +12 Hit Points for 2 real-life days): ******
    -----
    03.gif
    Alchemist's Stone (creates a stone that remains in the alchemist's permanent possession and extends all effects of items the Alchemist makes by +3 real-life days): *********************************** (35)
 
6. Tech Tree

Spoiler Tech Tree :
Each (*), it costs:
  • 10 spending points for single characters
  • 10 spending points for parties (each character)
  • 50 gold pieces for guilds
  • 200 gold pieces for city-states
  • 400 gold pieces for kingdoms
Tech can only be purchased once per turn, and you can only purchase one tech per turn.

  • Kingdom & City-State Technologies
    - Magick (required to build spell library): *
    - Transportation (required to build roads): *
    - Trading (required to build marketplace and establish trade routes): *
    - Construction (required to build kingdom walls): **
    - Worship (required to build temple): **
    -- Iron Working (required to build iron smithy): ** (only requires Construction)
    -- Theology (required to build cathedral): *** (only requires Worship)
    --- Guilds (obtain +5% investment from each guild in your territory): **** (only requires Trading)
    --- Feudalism (for city-states only, city-states become a kingdom, optional): ********** (10) (requires all technology up to this point)
    --- Machinery (troops get +1 attack/defense): ***** (only requires Iron Working)
    --- Engineering (realm defense +1): ***** (only requires Iron Working)
    --- Philosophy of Magicka (required to build monastery): ***** (only requires Theology)
    ---- Banking (required to build bank): ***** (only requires Guilds)
    ---- Gunpowder (troops get +2 attack/defense): ******* (only requires Engineering)
    ----- Nationhood (kingdom becomes a nation or empire, all unhappiness from conquered foes eliminated, troops get +1 attack/defense, other advantages not listed yet): ********** (10) (requires all technology up to this point)
  • Guild Technologies (Note: Any technology your original host realm has, you know as well, making this a huge advantage of being a guild, but advantages from tech cannot be repeated twice, if you are spread across two or more kingdoms or city-states - however, guilds must buy their own spells/skills!)
    - Conscription (required to have a small army): ***
    -- Tradition (guild can spread into another kingdom or city-state, not just one): *****
    --- Defense (required to build fortress): *******
    ---- Independence (guild becomes a city-state, but all previous tech advantages you had from your host realm disappear and you start from scratch): ********** (10)

7. Improvements & Economy

Spoiler Improvements & Economy :
All kingdoms and city-states begin with a 5% growth rate.

  • Roads (100 gold/movement bonus per hex): An initial road costs 100 gold. After this, to multiply movement through that hex by 2, it will cost another 100. It costs another 100 every time after that to multiply movement. The most your road can have invested is 500, which is x5 movement. (kingdom only)
  • Marketplace (700 gold): Each marketplace constructed per hex obtains +1% investment revenues for your realm. Only one marketplace per hex allowed.
  • Bank (1500 gold): Each bank constructed per hex obtains an additional +1% investment revenues for your realm.
  • Smithy (2000 gold): All troops obtain +1 attack/defense. Only one needed.
  • Spell Library (1000 gold): Required to research first and second tier spells of all kinds. Only one needed.
  • University (1500 gold): Required to research third and fourth tier spells of all kinds. Requires Library. Only one needed.
  • Magick Tower (2000 gold): Required to research fifth and sixth tier spells of all kinds. Requires University. Only one needed.
  • Walls (300 gold): Hex defense +1.
  • Temple (2000 gold): Magic damage, defense, and healing is +1. Can be built in multiple hexes.
  • Cathedral (4000 gold): Magic damage, defense, and healing is +1. Can be built in multiple hexes. Requires temple.
  • Monastery (6000 gold): Magic damage, defense, and healing is +1. Can be built in multiple hexes. Requires cathedral.
  • Trade Route: Requires Trading technology. A trade route is free of charge, but one of your realm's hexes must be connected to a hex within the realm you are trading with via ROAD for the effects to take place. For every trade route you establish (and only one can be established between kingdoms, so Kingdom A and Kingdom B cannot have two trade routes with each other, for example), not only do the roads provide swift movement to that kingdom outside of your borders (but are subject to raids by bandits and other enemies), but for every trade route you establish you receive +1% growth rate per road investment amount. You must think about whether or not this is worth the cost of building a road to that realm, but keep in mind BOTH REALMS receive this bonus that are taking part in the trade route (and a third party can be involved as well), so you could even divvy up the costs between realms. The longer the road, the more risk there is to possible raiding, and thus you might be swamped by constant rebuilding of that road, which may not make it worth the effort. Trade Route Levels are determined in the same way Road Levels are determined. If you invest 500 gold into each hex connecting a trade route, then you will receive +5% growth rate. If the roads only have 100 invested in each hex, then +1% (all the hexes of the trade route must have the same amount invested in the roads for the effect to take place). Please note that only realms of the same classification can trade with each other (as in, only Order realms can trade with each other, and only Chaos realms can trade with each other). Humans do not want to have to take a long road straight into an Orcish kingdom.
(prices on all improvements are halved for city-states, except for roads)


8. Troops

Spoiler Troops :
Kingdoms, city-states, and guilds can purchase troops. Each troop listed below is one soldier. So you will likely need hundreds of them to defend your realm. Keep in mind one character can easily take on a few single soldiers, so you are best to defend yourself.
(attack/defense/movement)
  • Infantry (1/1/1): 2g to purchase, 1g to maintain per turn
  • Archer (2/2/0): 3g to purchase, 2g to maintain, must be attached to an infantry or cavalry, if attached to cavalry, cavalry cannot move 2 terrain (cannot move alone, but can remain stationary alone), no movement even with spells and technology
  • Cavalry (4/2/2): 7g to purchase, 4g to maintain.
  • Siege Weapons (8/0/0): 10g to purchase, 4g to maintain, must be attached to an infantry or cavalry (cannot move alone, and cannot remain stationary alone), required to capture a hex with walls! no movement or defense even with spells and technology
  • Mage (1/1/1): 12g to purchase, 6g to maintain, the only units in your military that can use Attack and Movement magic (obtains Attack and Movement magic bonuses), but do not receive tech bonuses
  • Paladin (1/1/1): 12g to purchase, 6g to maintain, the only units in your military that can use Defense and Movement magic (obtains Defense and Movement magic bonuses), but do not receive tech bonuses
  • Galley (5/5/3): 14g to purchase, 7g to maintain, the only naval unit available in the game, it can transport 20 troops of any kind, can only attack other galleys and coastal hexes (which means your troops are invading the coastal hex from the galley or your galley is bombarding the coast with ballista/arrows)
 
9. Character Classes

Spoiler Character Classes :
Once you choose a character race, you must divvy out a few statistics. Before you do that, you must choose a class, which effects your base statistics. Characters have the ability to move far through the map every day, making them travelers and adventurers. Parties obtain 2-4 characters to start with, dependent on a random dice roll.
  • Warrior: Attack-specific skills (not magics) are -1*, besides the ones that are 1*
    2605067017_fdaa20063e_o.jpg

    Warriors are an ancient profession in Sekai and they hold much honor. One is not a warrior unless they are obviously heroic and wish to perform great deeds. "Great" does not mean good or evil, but simply magnificent. The strength that a warrior possesses is not only within his body but also in his mind, for a Sekaian warrior must always have fortitude.​
  • Rogue: Defense-specific skills (not magics) are -1*, besides the ones that are 1*
    2605066999_42cbe6c094_o.jpg

    Rogues can be thieves, assassins, spies, or any combination of these. They are well-known for their cunning and their ability to sink unnoticed into the shadows. Their profession is respected, for it requires much skill to be able to move undetected in even the most difficult of situations. Often rogues are also skilled at hand-to-hand combat.​
  • Ranger: Terrain-specific skills and Movement-specific spells are -1*, besides the ones that are 1*
    2605898184_2502dd3941_o.jpg

    Rangers are well-versed in the ways of nature and their workings. While druids worship nature and draw from nature's inner spirit, rangers have a more practical love for the land. They are renowned for their speed in certain adverse terrains and conditions and their ability to track almost anything to its source. They are often naturalists and ecologists as well, knowing many species in the wild and their origins.​
  • Mage: "Attack" magics are -1*, besides the ones that are 1*
    2605898072_8aace50844_o.jpg

    Mages have an unknown origin in Sekai but what is known is that Sekai's finest mages are born into their profession with a certain power and spark in their eyes. Not anyone can just pick up magic easily. Mages have a natural inclination towards the magic arts, specifically, the arts of offensive magics. They specialize in harnessing the magical powers of the earth and releasing them into powerful attacks.​
  • Druid: "Summoning" magics are -1*, besides the ones that are 1*
    2605066757_7421b774ff_o.jpg

    Druids worship Sekai and its natural features and lands. They know much about the spiritual aspect of nature and its inner-workings on this level. As such, they are able to command a host of natural creatures with ease, speaking to them as if they are family. Druids are always inclined to channel the spiritual energy from Sekai into great power.​
  • Priest: "Healing" magics are -1*, besides the ones that are 1*
    2605898142_f2072692fc_o.jpg

    Priests see their natural inclination towards magic as more of a duty to project the spirits of Sekai as a pure force. They have become wise and well-versed in the arts of healing wounds and curing diseases. Skilled priests may even discover secrets to prolong life and safely resurrect those who have died without turning them into undead monsters.​
  • Paladin: "Defense" magics are -1*, besides the ones that are 1*
    2605066833_03e50bbb21_o.jpg

    Paladin's thrive off of virtue and duty. Even chaotic races can become paladins, as they are defined by a level of service and devotion to a certain cause. This cause can be both good or evil, human or orc, etc. Sometimes paladins even see it most fit to devote their lives to a service of protecting something that no longer exists. Paladin's are thus skilled protectors.​
  • Necromancer: "Necromancy" magics are -1*, besides the ones that are 1*
    2605898088_0771f1b524_o.jpg

    Necromancers have an inclination to use the magical prowess they were born with in an attempt to discover the dark secrets of the afterlife. Sekai's necromancers can be both good and evil, like all other character classes, but the purpose of their profession is of somewhat chaotic disposition. Powerful necromancers eventually learn to command a small army of powerful undead minions.​
  • Alchemist: Alchemy-specific skills are -1*, besides the ones that are 1*
    2623667140_2d4e9350cc_o.jpg

    Alchemists are intelligent scientists and chemists that have perfected their trade. They are adept at finding materials, herbs, and other ingredients for their powerful concoctions. The items that an alchemist creates serve several different purposes, depending on the specific item. Alchemists have long believed that the perfect combinations of certain ingredients can be more powerful than any magic.​

Each character is allowed to divvy out 10 initial points to spread across these areas:
  • Attack
  • Defense
  • Movement
  • Hit Points

Characters and parties are the only players that have to deal with hit points. Hit points are drained when you are attacked or when you attack something. When your hit points hit 0, you die. You can be resurrected with some magics like Resurrection (though this spell is most often used as an immediate protection against death). The only places you can heal are at towns or cities in friendly kingdoms or city-states. That makes hit points incredibly valuable, because if you exhaust them all without resting, you will be in trouble.

Healing magics are also unique to characters. Instead of healing magics actually healing after damage, they have a one-time advantage of upping permanently your hit point count (which sort of acts as healing anyway). A party's hit points are cumulative as long as all characters in the party are in the same hex territory. This effectively acts as a game mechanic to represent a healing character with several hit points healing the other characters in the party.

The amount of points characters get every turn are to be spent on magic and skills, and are not the same points divvied out for your character stats. Your character experience points come every turn as well (or sometimes in between turns), but this number is a different number. If your party or character quests successfully, the moderator will give you experience points that you can divvy out between your various stats in whatever combinations you see fit. You always get 10 spending points every turn for each character, unless otherwise notified. The 10 spending points that each character receives each turn are to be spent on spells/skills, and are not to be confused with experience points, which are given to you by the moderator during your quests.

As a character, you can go up against armies. You have a good chance of winning if your attack levels are higher than the army combined. So a character with an attack of 50 could feasibly go up against 50 standard infantry soldiers.


10. Updates

Spoiler Updates :
  • Preliminary Turn Update
  • Turn 1 Update (phantom update)
  • Turn 2 Update (phantom update)
  • Turn 3 Update (Second Week of Talenin, 23 III)
  • Turn 4 Update (First Week of Kyin, 23 III)
 
Map Library

Spoiler TERRITORY/TERRAIN MAP :
2624917721_acf3b28592_o.png


Key
  • 2611212790_3e3e5fa467_o.png
    Encampment
  • 2611212772_0021104ac1_o.png
    Character Item

Kingdoms/City-States
  • Kingdom of Glotrith: Goblin/Ninja Dude
    ----- Brana's Black Guild: Orc/Fulton
  • Kingdom of Larum: Dwarf/Haseri
  • Kingdom of Malthen: Half-Elf/das
  • Kingdom of Salamanica: ?/Slavic Sioux
  • Kingdom of Xal-Amul: Undead/NPC
  • Kingdom of Amaliad: Dark Elf/NPC
  • Kingdom of Zalask: Orc/NPC
  • Kingdom of Gondola: Human/NPC
  • City-State of Du Farthen az Kurlan: Dwarf/Charles Li
  • City-State of Dorovel: Dwarf/Lord_Iggy
  • City-State of Afuria: Human/Justo
  • City-State of Unas-gnor: Gnome/Fuschia
  • City-State of Kinsia: Elf/NPC (Coalition of Korelia)
  • City-State of Orsia: Elf/NPC (Coalition of Korelia)
  • City-State of Delia: Elf/NPC (Coalition of Korelia)
  • City-State of Moria: Elf/NPC (Coalition of Korelia)
  • City-State of Ainock: Goblin/NPC
  • City-State of Glors: Goblin/NPC
  • City-State of Venetia: Human/NPC

Special Locations (items with some dangers, but not encampments)
C-19 (probably a Defense item)
D-9 (probably an Offense item)
F-29 (unknown)
I-22 (probably a Defense item)
J-23 (probably an Defense item)
J-24 (probably a Movement item)
O-12 (probably an Offense item)
O-14 (probably an Offense item)
P-12 (probably a Movement item)
U-3 (unknown)

Special Locations (encampments/towns)
C-2 (massive barbarian undead presence, but the location of an extremely powerful weapon good for Offense)
H-17 (a large Centaur encampment, but the location of several items, enough to go around to every character in the game, item specifics are unknown)
T-6 (an Orcish encampment, on the verge of becoming a city-state, would require a tough force, but is the location of a special metal that Orcish bandits stole from outside of Sekai that can construct excellent armor, Defense)
T-21 (a disturbance is emanating from this area of Sekai, but the cause is unknown)
B-21 (unknown)
K-21 (unknown)
M-13 (unknown)
O-33 (unknown)

Dragon/Monster Lairs
D-12 (Gindo the Great Silver, dragon)
F-8 (Kodo the Great Red, dragon)
G-19 (Shiv the Eight-Legged, giant spider)
I-5 (unknown)
V-3 (unknown)


Spoiler HEX CODE/TERRAIN MAP :
2599112480_7ebc63dff8_o.jpg


This map is to be read in the following fashion: Where the letter begins, that is 1. As the hexes move to the right, the number increases. So, for example, where you see A begin, that is A-1.


Spoiler OUTSIDE OF SEKAI MAP (VAGUE) :
2601062224_293f5afce2_o.jpg


Calendar

Spoiler Calendar :
One year in Sekai is composed of four months. Each month represents a season: Winter, Spring, Summer, and Fall. Sekai's rotation is shorter than that of Earth's, which is why their seasons pass by this quickly (and their year for that matter). One Sekai month is three weeks long, and each of those weeks is five days. This game operates on a 1 day = 1 week basis, so 3 Real-Life days = 1 Sekai month, 12 Real-Life days = 1 Sekai year, etc.

You may refer to these months as their seasons (Winter, Spring, Summer, Fall), or by their Sekai names. In addition, each year has a creature-class, much like how the Chinese have a "Year of the Rat" and so on. The game begins in year 23 of the Third Age (23 III). An example date format would be: Amin 1, 23 III.

  • Month 1 is called Amin. It is Sekai's version of Winter.
  • Month 2 is called Talenin. It is Sekai's version of Spring.
  • Month 3 is called Qinalin. It is Sekai's version of Summer.
  • Month 4 is called Kyin. It is Sekai's version of Fall.

  • Year 23 (Year of the Lizard)
    - June 21: Week 1 of Amin/Winter.
    - June 22: Week 2 of Amin/Winter.
    - June 23: Week 3 of Amin/Winter.
    - June 24: Week 1 of Talenin/Spring.
    - June 25: Week 2 of Talenin/Spring.
    - June 26: Week 3 of Talenin/Spring.
    - June 27: Week 1 of Qinalin/Summer.
    - June 28: Week 2 of Qinalin/Summer.
    - June 29: Week 3 of Qinalin/Summer.
    - June 30: Week 1 of Kyin/Fall.
    - July 1: Week 2 of Kyin/Fall.
    - July 2: Week 3 of Kyin/Fall.
  • Year 24 (Year of the Gnoll)
    - July 3: Week 1 of Amin/Winter.
    - July 4: Week 2 of Amin/Winter.
    - July 5: Week 3 of Amin/Winter.
    - July 6: Week 1 of Talenin/Spring.
    - July 7: Week 2 of Talenin/Spring.
    - July 8: Week 3 of Talenin/Spring.
    - July 9: Week 1 of Qinalin/Summer.
    - July 10: Week 2 of Qinalin/Summer.
    - July 11: Week 3 of Qinalin/Summer.
    - July 12: Week 1 of Kyin/Fall.
    - July 13: Week 2 of Kyin/Fall.
    - July 14: Week 3 of Kyin/Fall.
  • Year 25 (Year of the Wyvern)
    - July 15: Week 1 of Amin/Winter.
    - July 16: Week 2 of Amin/Winter.
    - July 17: Week 3 of Amin/Winter.
    - July 18: Week 1 of Talenin/Spring.
    - July 19: Week 2 of Talenin/Spring.
    - July 20: Week 3 of Talenin/Spring.
    - July 21: Week 1 of Qinalin/Summer.
    - July 22: Week 2 of Qinalin/Summer.
    - July 23: Week 3 of Qinalin/Summer.
    - July 24: Week 1 of Kyin/Fall.
    - July 25: Week 2 of Kyin/Fall.
    - July 26: Week 3 of Kyin/Fall.

Character Registry

Spoiler Character Registry :
  • Grothmag Silverhelm: Dwarf Warrior/bestshot9
  • Norgoth Ironbow: Dwarf Ranger/bestshot9
  • Ragnar: Human Mage/lord_joakim
  • Selot: Human Warrior/mythmonster2
  • Ichthys: Undead Necromancer/flyingchicken
  • Grimfist: Orc Priest/flyingchicken
  • Gnash: Orc Warrior/flyingchicken
  • Skizzmo: Goblin Rogue/flyingchicken

Order Templates

Spoiler Order Templates :
Kingdom/City-State (name and player name)
Capital:
Race:
Economy:
Reinvestment:
Growth Rate:
Hexes:
Improvements: (current improvements completed) (include hex letter/number)
Troops: (current troops owned)
Technology: (current tech known)
Spells/Skills: (current spells/skills known)
Build: (improvements you are building)
Train: (troops you are training)
Research: (tech, spells, or skills you are researching)
Advantage: Permanent advantage, from the start of the game (see rules section).

Guild (name and player name)
Host Realm:
Race:
Economy:
Reinvestment:
Growth Rate:
Troops: (current troops owned)
Technology: (current tech known)
Spells/Skills: (current spells/skills known)
Train: (troops you are training)
Research: (tech, spells, or skills you are researching)
Advantage: Permanent advantage, from the start of the game (see rules section)

Character (name and player name) (each character needs a profile)
Class/Sex:
Race:
Attack:
Defense:
Movement:
Hit Points:
Spells/Skills:
Current Location:
 
It is said that Arc'a, the powerful god that made the afterlife his personal playground, was sentenced to eternal prison somewhere in the depths of the world. Xal'Amul's sole goal for existing is to uncover his prison and set him free, as most undead creatures desire. This common goal has created a "kingdom" of sorts, with a citadel in the Desert of Xas, ruled with an iron fist by Great Xalas, a Human necromancer who is said to actually be one of the many grandsons of Arc'a. Xal'Amul is an old and relatively small, but extremely powerful kingdom in the northwestern desert regions of Sekai. The kingdom was said to have been established when Xalas discovered a mass grave from a war long ago and he decided to test his newly researched spells. What resulted was a kingdom that took centuries to create with the back-breaking work of zombie slaves. Xalas wanted a citadel fit for a king who would desire to form an empire, and the sands of this desert quickly turned freezing cold (think Gobi desert). It is even rumored that Xal'Amul is as old as the Second Age and that Arc'a actually held a battle there purposefully knowing one of his offspring's offspring would later conduct disgusting experiments there.

Scouts from all over Sekai have reported that the Great Xalas has amassed a sizable army and is looking to spread his scourge outward from the desert. They could be attacking you, or they might not. But the threat is clear: the undead from the Desert of Xas will begin to scour Sekai in the most unsuspected terrains.

My followers. I send you this notice via vulture messenger to tell you: Move. Become the scourge of all society. Attack. Progress. Raise your armies from the sands, these old sands of battle that our land now breaths from. Raise your armies, my necromancers, and go south. I want the masses of death and pestilence to be spread throughout this primitive land. Our armies are disposable and powerful. We can raise more from the dead. We are invincible, and let no one stand in your way. My generals, my necromancers, do not fail. I await your success so that I myself may travel southward to lay the finishing blow on these lands.

- XALAS, ruler of Xal-Amul, a vulture messenger intercepted by archers from Du Farthen az Kurlan.

Many of these messengers were sent out to generals, and at least two generals were near the city-state. The interception of this letter caused the inhabitants of that city-state to go into hiding in the mountains. They acted as spies mostly, and the undead armies swarmed around that city-state but were not attacking. What was the delay?

Kingdom of Glotrith, where the Goblins never sleep...

It was dark, and it was night, and some goblins were enjoying a drunken evening around the campfire, gnawing on mountain sheep they had killed the day before and discussing the somewhat complicated politics of a Goblin kingdom. The air grew stale, and everything was far too quiet. Not even the laughs and chants of other goblins could be heard. Something had blocked the sound. This small band of goblins grouped together in fear around their fire, wondering what was out there. At that point, everything happened so fast. A line of skeletons appeared marching towards them, and one man on horseback with black robes and a twisted arm raised his hands. From underneath the goblins a few arms reached up from the soil, putrid arms, the small was horrendous, and soon the goblins were bloody and dead, the campfire still flickering.

The northern two hexes of Glotrith are infested with the undead!

Du Farthen az Kurlan

This humble city-state has avoided a massive attack from the undead, but only for a brief period of time. If they do not figure something out, even if it means a friendship with goblins, then both this city-state and Glotrith might find themselves in trouble.

Dorovel

Dorovel is safe for now, but for how long?

Special Locations
C-2 (massive barbarian undead presence, but the location of an extremely powerful weapon good for Offense)
H-17 (a large Centaur encampment, but the location of several items, enough to go around to every character in the game, item specifics are unknown)
T-6 (an Orcish encampment, on the verge of becoming a city-state, would require a tough force, but is the location of a special metal that Orcish bandits stole from outside of Sekai that can construct excellent armor, Defense)
T-21 (a disturbance is emanating from this area of Sekai, but the cause is unknown)

Currently, the game is on Turn 2, so you have 3 turns worth of orders you can make up for (preliminary orders, Turn 1, and now Turn 2)! Each time I post a Turn Update, you can post a new set of orders.

Use this thread for your OOC needs.
 
Message to the Stinky Undead
From: The Glorious Green One, The Smartest and Most Cunning of All, Xogiz

What is this petty invasion I face? Brain-dead, smelly, shambling abominations crossing into my borders? After this petty excuse for a war is over, I'll use Xalas's skull as drinking cup!

To: The Bearded Ones of the North, Du Farthen az Kurlan
From: Your Good Pal Xogiz

Now is the time we must put our differences aside. Quit hiding in in your city and start fighting! Bash the dead ones' heads in! Once we get rid of the infestation in our borders, we'll march to your city and purge the land of this abomination. Then you..I mean WE will go into the desert and stop this at the source. Agreed?

____________________________________________________________​

The Speech​

“My minions! A new foe has arisen from the very earth itself to assault our great kingdom,” Xogiz shouted in a hoarse voice. “These walking abominations of rotting flesh are no more than a simple infestation brought to us by a silly human named X…X…Xalas? Did I say that right? Okay. We will crush him like the bug he is. He has defiled our lands to the north! Are we going to let this stand?”

“NO!” Shouted Xogiz’s army.

“Then let us reclaim what is ours, and then some more! We will plunder Xalas’s lair until not even the deepest vault holds anything. He shall be shown no mercy! Death to the Dead! Go forth, and cut a swath through the hordes of shambling fools!” Xogiz shouted.

The entire cave was in an uproar. Xogiz’s plan had worked. He had gotten his army blood-thirsty and eager for battle. He could feel the intensity in the air. His ears were deafened by the roar of battle cries and shrieks of mindless glee that filled the cave.

Then the march began. Hidden drums boomed with each strike of a club of bone. Mounds of supplies were chucked unto shaky carts and twisted backs. Giggling and shrieking could be heard everywhere. The Goblins were marching to war.
 
These aren't my orders, but I'm just making sure I got it.

Character: Selot, Mythmonster2. Selot was an Afurian. His father was an Afurian, his mother and Afurian, all members of his family and Afurian. He was always skilled with the double-handed sword. With his stronger-than-average strength, he could shatter shields with his sword, crush armor. In spite of this, he only fights with wooden weapons, for play sparring with his little brothers, of which he had 3. He did have an actual metal sword, but he did not use it often. Now reaching the age of 21, he has decided to leave his family and live on his own, an adventurer.
Class/Sex: Warrior, Male
Attack:5
Defense:1
Movement:1
Hit Points: 3
Spells/Skills: None
Current Location:Afuria

Story here
 
Northern Glotrith (Ninja Dude)

The mountain crickets chirped especially loud tonight. The Necromancer in charge of the assault on Glotrith was a human by the name of Talod. Talod was a faithful servant to Xalas, but still, he had his own motives. He envisioned his own massive tower reaching into the sky from these mountains, surrounded by graveyards that he could raise armies with in an instant, bodies and skeletons that would serve as his minions for an eternity as he researched into the secrets of eternal life. It was ironic, that a man who uses the dead as his servants would attempt to cheat death. Nonetheless, Talod was an excellent general, and he was prepared to cause havoc for this "kingdom" he had begun to siege.

Let it be known that there is something odd about this war of aggression from the Desert of Xas. The undead, without a leader, are wandering souls - they are composed of skeletons without flesh, and some with a little bit of flesh, otherwise called zombies. Skeletons who are enchanted by a necromancer, and still obey his orders and his magic, move fast and are agile creatures, just bone holding them together, they are also very versatile. Undead creatures without the command of a powerful necromancer are slow and cumbersome. Why in the name of the gods would a necromancer from the desert wish to conduct a long and bloody war upon Sekai?

Something else was at foot, here. Talod knew it, and he had always sensed that Xalas was keeping something from him. In the presence of Xalas, even Talod, a seasoned necromancer of over one hundred years, a general who had experienced and caused countless horrors with his own bare hands, felt an unspeakable terror that could not be explained.

"For Xogiz!" A yell cried. Several of the skeleton archers had been surprise assaulted by Goblin infantry. These were fierce warriors, fiercer than Talod had expected, especially from a race he had always perceived as cowardly. For years now, Glotrith had stood as a large Goblin kingdom in these mountains. It had even gained respect from races of order, as its organization and elaborate caverns were enough to mimic, dare one say, art, or a form of architecture. Sculptures of Xogiz sold as a rare item in the black market, created by, yes... Goblin artisans. In the Second Age, such a term would be absurd, but it was true that Goblins, and even Orcs, were capable of civilization that was just as advanced as some of the other races. Talod knew that these Goblins were able to fight for their kingdom with valor and honor, just as Talod's fellow men had done in the face of his mighty armies before.

(Glotrith has gained some ground - you need to figure out a way to keep it, and to halt this assault into your kingdom.)

Despite this most recent attack, Talod was still preoccupied, ever since his journey from the desert, of the intentions of the dark Xalas. There was something else going on, and there was also a reason why Xalas did not lead these armies from the desert himself. Was something taking place in Xas that Xalas did not want his second-in-commands to know about, something that even necromancers might take offense to, or be confused about? Surely, there is no such creation that might divert our senses or even make necromancers cower.

Talod (NPC)
Class/Sex: Necromancer/Male
Attack: 26?
Defense: 23?
Movement: 2?
Hit Points: 30?
Spells/Skills: unknown
Current Location: M-6
 
Jansid was a warrior who wanted a fight. It is not known how he came upon his friends, or how they met, or really, anything about them is not really known. Still, they were looking for a fight to prove their worth.

(Hey neverwonagame, post your stats in this thread, by the way, and I'm not sure where you wanted to start out either, so once you let me know, I'll edit this update for you).
 
So, are those sample orders OK?

Yes, except, you get 10 spending points for each character each Turn, that you can purchase spells/skills with. Since its Week 2, and we had a preliminary turn, you have 30 spending points for each character. Experience points add to your stats, and once I see your story or what you are doing, I can give you some experience points to add to your characters' stats as well.
 
Errr, my backstory? I just copy-pasted it into the the sample orders, this is it: Selot was an Afurian. His father was an Afurian, his mother and Afurian, all members of his family and Afurian. He was always skilled with the double-handed sword. With his stronger-than-average strength, he could shatter shields with his sword, crush armor. In spite of this, he only fights with wooden weapons, for play sparring with his little brothers, of which he had 3. He did have an actual metal sword, but he did not use it often. Now reaching the age of 21, he has decided to leave his family and live on his own, an adventurer.
 
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