Immaculate
unerring
- Joined
- Jan 22, 2003
- Messages
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ImmacuNESVI: Dreams and Legends
Update One: Sowing the Seeds of Dreams and Legends
Update Two: Thundering Hooves Echo Across History (part 2)
Update Three: Sharing Secrets and the Fertility of Blood (part 2)
Update Four: The Returned, Ships Upon the Sea, Venom (part 2)
Update Five: Blood and Flames Among the Trees, The Northern March, A King’s Perogative (part 2)
Co-moderator
I am co-moderating with Blackbard. He's mostly behind the scenes right now but if he does diplo on behalf of an NPC, consider it official.
Overview
Welcome to ImmacuNESVI, a fantasy, fresh-start NES wherein you will lead your fantasy nation to greatness from the humble beginnings of the stone-age. While your nation may one day to aspire to cavalry and bows or to throw fire with impunity, those days are far in the future. For now, most of your warriors are primitive warbands armed with stone-tipped spears (or claws) and your magic is very basic indeed.
I have to acknowledge a number of people, especially Milarqui- who is running a similar but more advanced NES which led to the idea for this stone-age version of his. Also props to TLK for the culture/UU system.
Game System
Ultimately, while your stats will contain many attributes, the majority are descriptive. You will need to primarily spend your gold or resources (depending on if you use coins yet or not) and your magic. Like in the NESes of others (thelizardking) you will also be able to design unique units based on your cultural strength. In addition to expenditure of gold/resources and magic, you may want to provide orders to your military units.
Your stats are a ‘black box’ system and while you may see quite a bit of whats going on vis-à-vis the results of your trades, economic projects and other assets, the specifics of how this all comes together is purposefully vague.
The Map
The map is moderator created but very earth-like with the same sorts of climates and basic continental formations.
The map will not be posted until after the first update so won’t be able to pick your starting position (sorry).
It will remain largely unknown until such time as you explore it. In the beginning of the game the game map will show the position of player nations and their surroundings but not what lies between them and not their relative location vis-à-vis one another.
Eventually you will get a sense where each of you lies vis-à-vis one another and a common map with ‘dark’ unexplored areas will emerge. Afterwards, further exploration may result in the private revelation of more of the map.
Be warned though, private exploration does not remain private for long and soon your precious explorations will become common knowledge.
Joining The Game
I will accept all players who want to play, who contribute to the game, and who submit orders.
Stories
Stories will be rewarded if a link to the story is included in the orders for the turn. If you forget to include a link and don’t get a reward that turn, feel free to include the link in subsequent turns and receive a bonus then.
LdiCesare Made a List of Stories as of May 7th, 2013
Seon/Celestia:
Images of Celestia
Celestian way of life
Hunting tarn herds
The Moral Art
The Red's Message
The Red and the King's views of their neighbours' (disgusting) customs
mgsmuhammad/Taha'ar League:
Zephyros and the beast
Zephyros and the Vahid
But we have to destroy them
Chief? Chief?
KaiserElectric/Jolustrym:
Jolustrym lore
Aezath and Seraleath
LDiCesare/Many Colored Land:
The Geasa of the sons of Nuada
The Sailing of Leer
Glam Dicinn
Iuchann the Clever
A Council of elders
Erevin-once-thin in Celestia
A meeting in the blue forest
thomas.berubeg/Baralhen:
That is how it happened
The Spirit's visit
The Wall of Faces
merciary/Aketua:
Masks
Devercia/(none):
Kodama
hbar/Ixii:
The Harvest
The Conclave
Patchy/Kodama:
A watcher in winter
The Kodama and the tendrils
The Purification Temple
Ekolite/Iwa-Saalit:
A Painted Map
Dogged57/Paddubblin:
Paddublins discover gold
Throthgl the inventor
Cannae/Adrialixtla:
The desert sands are parched and dehydrated. Only blood can quench this thirst.
Submitting a Nation
I am not allowing new nation submissions. If you want to join the game please choose an NPC or ask about NPCs that the player nations may not have met yet.
Update One: Sowing the Seeds of Dreams and Legends
Update Two: Thundering Hooves Echo Across History (part 2)
Update Three: Sharing Secrets and the Fertility of Blood (part 2)
Update Four: The Returned, Ships Upon the Sea, Venom (part 2)
Update Five: Blood and Flames Among the Trees, The Northern March, A King’s Perogative (part 2)
Orders Due Thursday May 16th, 2013,
in [timer=5/16/2013 4:00 PM UTC][/timer]
in [timer=5/16/2013 4:00 PM UTC][/timer]

Co-moderator
I am co-moderating with Blackbard. He's mostly behind the scenes right now but if he does diplo on behalf of an NPC, consider it official.
Overview
Welcome to ImmacuNESVI, a fantasy, fresh-start NES wherein you will lead your fantasy nation to greatness from the humble beginnings of the stone-age. While your nation may one day to aspire to cavalry and bows or to throw fire with impunity, those days are far in the future. For now, most of your warriors are primitive warbands armed with stone-tipped spears (or claws) and your magic is very basic indeed.
I have to acknowledge a number of people, especially Milarqui- who is running a similar but more advanced NES which led to the idea for this stone-age version of his. Also props to TLK for the culture/UU system.
Game System
Ultimately, while your stats will contain many attributes, the majority are descriptive. You will need to primarily spend your gold or resources (depending on if you use coins yet or not) and your magic. Like in the NESes of others (thelizardking) you will also be able to design unique units based on your cultural strength. In addition to expenditure of gold/resources and magic, you may want to provide orders to your military units.
Your stats are a ‘black box’ system and while you may see quite a bit of whats going on vis-à-vis the results of your trades, economic projects and other assets, the specifics of how this all comes together is purposefully vague.
The Map
The map is moderator created but very earth-like with the same sorts of climates and basic continental formations.

The map will not be posted until after the first update so won’t be able to pick your starting position (sorry).
It will remain largely unknown until such time as you explore it. In the beginning of the game the game map will show the position of player nations and their surroundings but not what lies between them and not their relative location vis-à-vis one another.
Eventually you will get a sense where each of you lies vis-à-vis one another and a common map with ‘dark’ unexplored areas will emerge. Afterwards, further exploration may result in the private revelation of more of the map.
Be warned though, private exploration does not remain private for long and soon your precious explorations will become common knowledge.
Joining The Game
I will accept all players who want to play, who contribute to the game, and who submit orders.
Stories
Stories will be rewarded if a link to the story is included in the orders for the turn. If you forget to include a link and don’t get a reward that turn, feel free to include the link in subsequent turns and receive a bonus then.
LdiCesare Made a List of Stories as of May 7th, 2013
Seon/Celestia:
Images of Celestia
Celestian way of life
Hunting tarn herds
The Moral Art
The Red's Message
The Red and the King's views of their neighbours' (disgusting) customs
mgsmuhammad/Taha'ar League:
Zephyros and the beast
Zephyros and the Vahid
But we have to destroy them
Chief? Chief?
KaiserElectric/Jolustrym:
Jolustrym lore
Aezath and Seraleath
LDiCesare/Many Colored Land:
The Geasa of the sons of Nuada
The Sailing of Leer
Glam Dicinn
Iuchann the Clever
A Council of elders
Erevin-once-thin in Celestia
A meeting in the blue forest
thomas.berubeg/Baralhen:
That is how it happened
The Spirit's visit
The Wall of Faces
merciary/Aketua:
Masks
Devercia/(none):
Kodama
hbar/Ixii:
The Harvest
The Conclave
Patchy/Kodama:
A watcher in winter
The Kodama and the tendrils
The Purification Temple
Ekolite/Iwa-Saalit:
A Painted Map
Dogged57/Paddubblin:
Paddublins discover gold
Throthgl the inventor
Cannae/Adrialixtla:
The desert sands are parched and dehydrated. Only blood can quench this thirst.
Submitting a Nation
I am not allowing new nation submissions. If you want to join the game please choose an NPC or ask about NPCs that the player nations may not have met yet.
Spoiler :
When you decide to join, please detail what sort of people you will be leading. Again, please remember that this is a high fantasy world but that you are being born into its very beginning. You are either a stone age or a early bronze age nation.
Players can design any race/species they like provided, 1) it is roughly humanoid and can use tools and language and has approximately human intelligence (give or take), 2) it does not possess unlimited aquatic or amphibious cabilities (the seas, etc, are still meant to serve as a natural barrier), 3) they are terrestrial- any flight should be extremely limited and perhaps be properly described as gliding, and 4) the members of that species be not too small or too large (3 to 18 feet should be the limits).
Races fall into six broad categories: Man, Beast, Goblin-kin, Fey, Monsters, and Spirit. Men are made up uniquely of humans and have a great variation in the climates they thrive in, breed moderately quickly and are prone to cooperation and trade. Beasts may have attributes of animals or appear as anthropomorphic versions of animal- fox-people might be one example. Generally this grouping has a narrower climatic preference but may enjoy particular abilities for their units such as natural armor, partial amphibiousness or natural weapons. Goblin-kin include trolls, ogres, and other ‘savage’ races. They generally possess shorter lifespans and breed more quickly. They are inclined to decentralized government and to value glory. Fey are variable but include elves and their kin. They are long-lived, slow breeding, races with a penchant for centralized government. Monsters include many strange variations but most have claws and sharp fangs. Naga or giants might be considered monsters. Generally they too possess unique abilities to strengthen their units. Spirits, like fey, have long life-spans to match their long breeding cycles. They often have a penchant for magic though individual races vary highly.
When you submit your nation idea, please tell me something about both the race you want to play and the culture/leadership they find themselves in.
You can then pick five ‘perks’ for your people. These would be descriptive terms that tell me how your people rise above the tribes of cavemen that still abound. Two must be related to race though if you wanted to up to four of your perks can be racial. One to three of your perks must relate to your nation, its culture, or its government. Also include where you want to start climatically/geographically.
Consider the following example. I want to design a race, Wolfkin, which I will say appear as bipedal wolves and which I would classify as beasts. I will spend two perks on their natural fitness, giving them natural weapons (claws and teeth) and animal quickness (they can fall to all fours and run down other nation’s warriors if needed). I will spend 1 of my perks to give them a shamanic tradition (small bonus to culture and arcane), 1 point to give them greater military quality (lets say they have a gladiator tradition) and finally 1 point to get an early unique unit (see below) which possesses minor shape-shifting powers and can assume a much larger were-wolf like form or a full wolf form and thus serve as either shock infantry or behind-the-lines raiders. They have a tendency towards temperate climates and prefer hills, mountains and forests to plains.
Consider another example. I will design a race which I will call the Vanheim. These are ‘fey’ and are cloaked in natural illusion and glamour to protect and hide them. I will spend two points on the natural racial ability (glamour- provides both a melee and stealth bonus because it hides and obscures the Vanheim) and 1 point on a strong central government led by a king (instead of a tribal chieftan or whatever), 1 point on a starting navy (maybe to come with a free sailing technology) and 1 point on a divination culture (maybe an early lead in the culture war). They have a tendency towards colder climes and the starting position should be coastal.
Players can design any race/species they like provided, 1) it is roughly humanoid and can use tools and language and has approximately human intelligence (give or take), 2) it does not possess unlimited aquatic or amphibious cabilities (the seas, etc, are still meant to serve as a natural barrier), 3) they are terrestrial- any flight should be extremely limited and perhaps be properly described as gliding, and 4) the members of that species be not too small or too large (3 to 18 feet should be the limits).
Races fall into six broad categories: Man, Beast, Goblin-kin, Fey, Monsters, and Spirit. Men are made up uniquely of humans and have a great variation in the climates they thrive in, breed moderately quickly and are prone to cooperation and trade. Beasts may have attributes of animals or appear as anthropomorphic versions of animal- fox-people might be one example. Generally this grouping has a narrower climatic preference but may enjoy particular abilities for their units such as natural armor, partial amphibiousness or natural weapons. Goblin-kin include trolls, ogres, and other ‘savage’ races. They generally possess shorter lifespans and breed more quickly. They are inclined to decentralized government and to value glory. Fey are variable but include elves and their kin. They are long-lived, slow breeding, races with a penchant for centralized government. Monsters include many strange variations but most have claws and sharp fangs. Naga or giants might be considered monsters. Generally they too possess unique abilities to strengthen their units. Spirits, like fey, have long life-spans to match their long breeding cycles. They often have a penchant for magic though individual races vary highly.
When you submit your nation idea, please tell me something about both the race you want to play and the culture/leadership they find themselves in.
You can then pick five ‘perks’ for your people. These would be descriptive terms that tell me how your people rise above the tribes of cavemen that still abound. Two must be related to race though if you wanted to up to four of your perks can be racial. One to three of your perks must relate to your nation, its culture, or its government. Also include where you want to start climatically/geographically.
Consider the following example. I want to design a race, Wolfkin, which I will say appear as bipedal wolves and which I would classify as beasts. I will spend two perks on their natural fitness, giving them natural weapons (claws and teeth) and animal quickness (they can fall to all fours and run down other nation’s warriors if needed). I will spend 1 of my perks to give them a shamanic tradition (small bonus to culture and arcane), 1 point to give them greater military quality (lets say they have a gladiator tradition) and finally 1 point to get an early unique unit (see below) which possesses minor shape-shifting powers and can assume a much larger were-wolf like form or a full wolf form and thus serve as either shock infantry or behind-the-lines raiders. They have a tendency towards temperate climates and prefer hills, mountains and forests to plains.
Consider another example. I will design a race which I will call the Vanheim. These are ‘fey’ and are cloaked in natural illusion and glamour to protect and hide them. I will spend two points on the natural racial ability (glamour- provides both a melee and stealth bonus because it hides and obscures the Vanheim) and 1 point on a strong central government led by a king (instead of a tribal chieftan or whatever), 1 point on a starting navy (maybe to come with a free sailing technology) and 1 point on a divination culture (maybe an early lead in the culture war). They have a tendency towards colder climes and the starting position should be coastal.