AbNESVI - To·tem'ic Candomblé Jejé

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Abaddon

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Totem
to·tem |tōʊtəm|
Pronunciation: toh-tuhm
Use: Noun.
a. An animal, plant, or natural object serving among certain tribal or traditional peoples as the emblem of a clan or family and sometimes revered as its founder, ancestor, or guardian.
b. A representation of such an object.
c. A social group having a common affiliation to such an object.
d. A source of magical power.

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Welcome to the tropical island of Jejé! The Taino tribes of this area have just began their ascent to civilization. There has been basic domestication of dogs, with other wildlife subdued for food as well as a few plants developing into potential crops. The seas are warm, calm and shallow. The fish are bounteous, their colours vibrant under the bright sunshine; indeed one might think they were in paradise.

That is not all, for on Jejé there are totems, they radiate magical power from another plane of existance. Those who understand the lores of Magic may tame this, weaving it into a physical presence in this world. The power to create, the power to destroy. Each tribe has bent the magic in its own way, the tribal leaders and shamen working together to drive their tribe onwards to greatness. Can you lead your tribe to glory?


RULES FOR THIS NES

Spoiler :
You are the Cacique, the leader of your tribe. You control how your people go about their daily lives. Do they march to the beat of your war drums, or do they woo rivals with their impressive culture? You can take your tribe in any direction you wish. Beware, others may have others plans for you! Here is an example of your Tribes Stats:
Tribe Name: Azawakii
Cacique Name: Hoemtep
Population: Petite (2)
Magic: 1/0
Magic Users: Hoemtep
-Magic Spells: Fireball (1MP)
Armed Men: 2,000
Military prowess : Pathetic
Quality of Life: Dirt Paths
Culture: 3
Religion: Renaklism 5%
Technology:Fire

This forms the backbone of your nation. What it can do, what it knows, how strong it is. Below I will explain what each stat represents. We are starting out as small tribes on a tropical island, but who knows whats out there in the wider world?!

Tribe Name:The name of your Tribe
Cacique Name: The leader of your people
Population: Controls the limits of your nation, an how much economic power you have. To increase your population level, you either have to settle a new town, or capture one from your neighbours. It costs 3EP and 1MP to settle a new town. Your people have to be happy enough (Quality of Life above Tolerable) for the new town to not rebel. The various levels are shown below. The first number is the economic points you recieve at that level. The second number is how many towns you need to be that size:

Tiny (1/1)-Petite (2/3)-Small (3/6)-Medium (4/10)-Large (5/15)-Huge (6/21)-Gargantuan (7/27)-Monstrous (9/34)​

Magic: The amount of magic points you are generating each turn, and how many are stored. You gain one MP for every turn a totem is under your control and is undisturbed by others. To construct a new totem you must sacrifice one town of your towns, and write a decent/gory story about it :evil: For every 5 totems you have, they require 1EP a turn to maintain them.
Magic Users: To wield magic, you need people trained in the art. They cost 1MP and 1EP, and will take 3 turns to be trained. From then on they can wield any of the magic spells already learnt by your tribe, as well as creating one of their own.
Magic Spells: This lists any spells a tribe has learnt along with their costs. Descriptions of these spells can be found below
Armed Men: It costs 1EP to train and equip a mob of 1000 men. For every 5,000 men you have in your army, it costs 1EP in maintennance. Initially your men are only equipped with the most basic weapons. As we advance through the ages, and you learn new technologies, you can train up more advanced men.
Military prowess: Your nations men have a general military understanding. You can raise 1000 men a training level for 1EP, or you can invest EP equal to your tribes size to raise the level inwhich your men begin. The various levels are:

Mob-Poor-Tolerable-Normal-Better-Good-Mighty​

Navy: We begin with canoes. Now these are basic transport, we're not going to see naval battles! One canoe will hold ~20 men. 1EP will build 50 canoes (enough to transport 1000 men). With technology we will see more advanced vessels that will be capable of warfare and crossing the waves to other islands!
Quality of Life: A good quality of life is invaluable, aiding everything from army movement to culture cohesiveness to government efficiency. Various things will effect your tribesmen's quality of life level, if it is below tolerable, you will not be able to settle a new town. To upgrade, total cost is equal to the number of towns you have. This is an important and expencive stat. The different levels are:

None-Poor-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Great-Excellent​

Culture: The cultural power and relevance of your nation. Above 5 you will see natural growth of your nation as the culture spreads. The higher the number, the faster the growth. For each decent story you write,your culture level will increase by 1.
Religion: Religion is a strange stat. This shows beliefs within your population. You can try to control it, or completely ignore it. Stories as well as investment will help it grow. 1EP will cause 5% growth.
Technology: We begin with nothing, the only options is drive towards enlightenment! There are many many techs listed, as your nation discovers them, the outcome should be obvious.
Tributary Tribes: Tribute tribes will be required to forfeit 1EP per turn to the the tribe which they owe it too. In return the nation recieving tribute is automatically at war with any nation that attacks the tributary. A tribute state may elect not to pay its master causing an automatic war to occur between the two tribe. A master tribe can elect to release a tribute tribe with no further consquences past the cancellation of all obligations held by both parties.
 
TRIBE STATS

Spoiler :
Tribe Name: Carquas // Vertinari118
Cacique Name: Arkui
Colour: Grey
Population: Petite (2/4)
Magic: 1/3
Magic Users: Boyez, Talkan
-Magic Spells: Wolfen Taint, Shield, Growth, Fireball
Armed Men: 800 (Pathetic) 400 Slingers (Pathetic)
Military prowess : Pathetic
Canoes: none
Quality of Life: Tolerable
Culture: 0
Religion: 5%
Technology: Agriculture (2/5)


Tribe Name: Telak // Immaculate
Cacique Name: Il'man
Colour: Dark Green
Population: Small (3/6) (+2 From Tech)
Magic: 2/0
Magic User: Il'man
-Magic Spells: Growth, Shield, Wolfen Taint, Fireball
Armed Men: 1,500 (Pathetic) 200 Slingers (Poor)
Military prowess : Poor
Canoes: none
Quality of Life: Barely Tolerable (1/3)
Culture: 2
Religion: (The Cult of Thirsty Orishas 30%)
Technology: Fishing, Agriculture


Tribe Name: Jorise // Charles Li
Cacique Name: Hath'raman
Colour: Blue
Population: Petite (2/4)
Magic: 3/3
Magic Users: Jol'yular, Rathga, Youcemi: (Honri: Redirect 1/3))
-Magic Spells: Summon Imp, Summon Troll, Voice Projection
Armed Men: 2,420 (Pathetic)
Military prowess : Pathetic (Tolerable 2/4)
Canoes: none
Quality of Life: Tolerable
Culture: 2
Religion: (The Ancestors 25%)
Technology: 0


Tribe Name: Trollzkin // Frozen In Ice
Cacique Name: Chief Deon'Khai
Colour: Red
Population: Small (3/6)
Magic: 2/6
Magic User: Shaman Zul'Bash
-Magic Spells: Spirit ward
Armed Men: 3,600 (Pathetic)
Military prowess : Tolerable
Canoes: none
Quality of Life: Tolerable
Culture: 1
Religion: (The 6 Gods 25%)
Technology:0


Tribe Name: Mesaqoo // Ninja Dude
Cacique Name: Kimtumeh
Colour: Aqua
Population: Small (3/6) (+2 Tech) (+1 from Vassal)
Magic: 2/2
Magic User: Shaman Izawau, Iptsima
-Magic Spells: Tidal Wave, Fireball, Raise Dead
Armed Men: 1,800 (Pathetic)
Military prowess : Pathetic
Canoes: 50
Quality of Life: Tolerable (Improving: 1/6)
Culture: 3
Religion: (Way of Life: 25%)
Technology: Animal Husbandry, Stone Mining


Tribe Name: Tartes // Milarqui
Cacique Name: Mikael
Colour: Yellow
Population: Petite (2/4)
Magic: 2/4
Magic User: Tonai the Fire-Freezer, (Deimos (Puppet 1/3))
-Magic Spells: Freeze, Shield, Growth
Armed Men: 500 (Pathetic) 800 (poor) 400 Slings (Poor)
Military prowess : Poor
Canoes: none
Quality of Life: Tolerable
Culture: 3
Religion: (Triad of the Mother and the Fathers 25%)
Technology:0


Tribe Name: Ashbreik // NPC
Cacique Name: Landaar
Colour: Olive
Population: Petite (2/5)
Magic: 2/5
Magic User: Sakuvar(+)
-Magic Spells: Blood Enforcement (Raik: Fireball [1/3])
Armed Men: 2,700 (Pathetic)
Military prowess : Pathetic
Canoes: none
Quality of Life: Tolerable
Culture: 0
Religion: 5%
Technology: 0



Tribe Name: Landar // NPC
Cacique Name: Kushko
Colour: Deep Red
Population: Small (3/6)
Magic: 4/1
Magic User: Kushko
-Magic Spells: Feast, Shield (Eranu: Lightning Strike [1/3])
Armed Men: 1,200 (Pathetic) 1000 (Tolerable)
Military prowess : Tolerable
Canoes: None
Quality of Life: Tolerable
Culture: 2
Religion: 5%
Technology: 0


Tribe Name: Fangar // NPC
Cacique Name: Nikitos
Colour: Purple
Population: Petite (2/4)
Magic: 1/3
Magic User: Aindrum
-Magic Spells: Redirect
Armed Men: 700 (Pathetic) 1,200 (Tolerable)
Military prowess : Tolerable
Canoes: None
Quality of Life: Barely Tolerable
Culture: 2
Religion: 5%
Technology: 0

Tribe Name: Firas // Dreadnought
Cacique Name: Sidero
Colour: Pink
Population: Small (3/6)
Magic: 2/1
Magic User: Meirgur, Unknown
-Magic Spells: Animate, Animate Rock Giant
Armed Men: 5,200 (Pathetic) 1000 (Tolerable) (Maint: 1)
Military prowess : Pathetic
Canoes: none
Quality of Life: Barely Tolerable
Culture: 0
Religion: 5%
Technology: Stone Mining (4/6)


Tribe Name: Imper // NPC
Cacique Name: Thotat
Colour: Blue
Population: Small (3/6) (+1 from Vassal)
Magic: 2/3
Magic User: Agaguk:
-Magic Spells: Teleportation, Fireball
Armed Men: 7,700 (Pathetic) (Maint: 1)
Military prowess : Pathetic
Canoes: none
Quality of Life: Pathetic (4/6)
Culture: 3
Religion: (Cult of Imp 25%)
Technology: 0


Tribe Name: Byzan // NPC
Cacique Name: Carlis
Colour: Lilac
Population: Small (3/6)
Magic: 1/1
Magic User: Teod
-Magic Spells: Hatred
Armed Men: 2,600 (Pathetic) 1,000 (Poor)
Military prowess : Poor
Canoes: none
Quality of Life: Barely Tolerable (2/3)
Culture: 2
Religion: (Death Cult 30%)
Technology: 0


Tribe Name: Norwal // Northen Wolf
Cacique Name: Alaranius
Colour: Orange
Population: Small (3/6) (+1 From Byzan)
Magic: 2/0
Magic User: Baal
-Magic Spells: Summon Wolves
Armed Men: 3,100 (Pathetic)
Military prowess : Poor
Canoes: none
Quality of Life: Tolerable
Culture: 4
Religion: (Reign of the Godly Five 25%)
Technology: Fire (1/6)


Tribe Name: Sefosé // Daftpanzer
Cacique Name: Kayadé
Colour: Light Brown
Population: Tiny (1/2)
Magic: 1/1
Magic User: Kayadé, (Marakay: Feast [1/3]) (Tayosi: Recall [1/3])
-Magic Spells: None
Armed Men: 496 (Mob)
Military prowess : Poor
Canoes: 49
Quality of Life: Improving
Culture: 2
Religion: (Cult of Zudal 25%)
Technology: 0


Tribe Name: Reggar // NPC(Mesaqoo Vassal)
Cacique Name: Marley
Colour: Lime
Population: Tiny (1/1)
Magic: 0/0
Magic User: None
-Magic Spells: None
Armed Men: 200 (Pathetic)
Military prowess : Mob
Canoes: none
Quality of Life: Improving
Culture: 0
Religion: 5%
Technology:0

Tribe Name: Artor // NPC (Imper Vassal)
Cacique Name: Artor
Colour: Light Grey
Population: Tiny (1/1)
Magic: 0/0
Magic User: None
-Magic Spells: None
Armed Men: 400 (Pathetic)
Military prowess : Mob
Canoes: none
Quality of Life: Improving
Culture: 0
Religion: 5%
Technology:0
 

MAPS


Spoiler :
Stone Age

Agriculture: your people have discovered that some plants can be grown in a certain way, giving them a big source of food. +1 Base EP
Cost: 5 EP

Animal Husbandry: your people have realized that there is not as much of a need of hunting animals, as taking care of them will allow you to have a nearer source of food. Also, there are some animals that can be ridden... +1 Base EP
Cost: 5 EP

Fire: this is not the discovery of what fire does, but about a fast and easy way to start a fire. It will give your nation a small increment in income, as it will give your people the ability of preserving things better. +2 Base EP +1 Culture.
Cost: 6 EP

Lance-Propeller: the first long distance weapon in your army. Allows construction of Atlatls.
Cost: 5 EP

Fishing: the waters of the sea and ocean actually hold many small animals that can feed a person. +1 Base EP, allows creation of Oar-Ships.
Cost: 5 EP

Stone Mining: some of the people in your nation learn how to find the best kinds of stone for the weapons. Of course, this means that they will also know how to pull out stone blocks to build better houses and buildings... +1 Base EP, +1 Quality of Life.
Cost: 6 EP

Wheel: It's certainly an important invention, as this will allow your people to transport things easily. +1 Base EP. Along with ANIMAL HUSBANDRY allows the construction of Chariots.
Cost: 5 EP


Bronze Age

Archery: An even better weapon than the Lance-propeller, it allows the archer to kill an animal (or a human) from a very long distance. Allows construction of Archers, 1st to discover gets a free conversion of all Atlatls into Archers.
Cost: 12 EP

Bronze Melting: The strange metals in the ground can be extracted from it and be mixed to create strong tools and weapons. Allows construction of Axe-Men and Lancers, 1st to discover gets a +1 raise in Army Quality.
Cost: 10 EP

Calendar: Ever since your people started to grow plants, a way to find when the best times for planting and raising the plants has been searched for. Now, your people will be able to go at the meter of the stations. +1 Base EP,
Cost: 10 EP

Masonry: The knowledge of how to better construct buildings is sure a very important thing, as it will reduce costs and will improve the quality of buildings. +1 Base EP, 1st to discover gets +1 Quality of Life.
Cost: 12 EP

Pottery: The mud on the floor can be used to make beautiful "pots" that make storing foodstuffs (especially grain) easier and keep it away from vermin. +1 Base EP, 1st to discover gets a small extra expansion in all directions.
Cost: 10 EP

Sailing: Your sea-men have attached a piece of cloth to their ships and now the wind can take them further away than oars could! Allows construction of Galleys and allows exploration to other islands! 1st to discover gets a +1 raise in Navy Quality.
Cost: 10 EP

Writing: The knowledge of writing is a powerful tool for those who understand it, as well as a very important instrument in the managing of a nation. +1 Base EP, 1st to discover gets +5 Culture.
Cost: 10 EP


Iron Age

Alphabet: An improvement over the use of drawings and arbitrary lines as long words, this assigns a sound to a symbol, greatly reducing the complexity of the writing and thus allowing to store knowledge. Also, it allows your people to turn messages into code, thus allowing the launching of “special missions”. Allows “spy missions” and construction of Spies, 1st to discover gets 5 EP for tech-researching.
Cost: 15 EP

Currency: Bartering can be quite a hard thing, especially when you believe that what the other person is offering you is of a very low quality. What if you used pieces of bronze to fix the prices according to their quality, offer and demand? Gives +1 EC
Cost: 18 EP

Iron Melting: Something harder than bronze has found its way into your empire, your army and your people. It's time to use it for something. Allows construction of Swordsmen, 1st to discover gets +1 raise in Army Quality.
Cost: 15 EC

Mathematics: Using long words just to write how many animals you have in a farm it's quite complicated. Those symbols the scribe living in front of you to represent the numbers are suddenly more interesting to you... Allows construction of Catapults, 1st to discover gets +1 EC.
Cost: 15 EC

Parchment/Paper: Either from the skins of the animals or from plants and trees, a surface that can be used to write quite cleanly can be made and easily stored, not like in the past when you had to write on wax or stone... +1 EC, 1st to discover gets 2 EC for tech-researching.
Cost: 15 EC

Priesthood: Before now, religion was hardly organised, thus making it a chaotic thing that couldn't be controlled. Now, the priests can take control of it, signalling the important holy days and making sure that as many people as possible can be converted to it. +20% to your religion in all nations. 1st to discover gets a 30% extra on his religion.
Cost: 15 EC
 
UNITS

Spoiler Melee (1EP=1000) :
Warriors: Your main starting unit, it's just a group of cavemen with clubs and little protection. They are really bad against long distance weapons, but make an excellent ambush group.

Axe-Men: NEEDS BRONZE MELTING. Their bronze axes and their light leather armour make them a very fearful enemy when they get near, but they will have to do a big run if they want to survive the enemy's lances and arrows.

Swordsmen: NEEDS IRON MELTING. These man, trained in the art of war and using a hard leather armour and shield for protection, use their iron swords to kill any enemy in their way. They suffer from the same problem as the Axe-Men, but their shields provide them with a small protection against archers.

Lancers: NEEDS BRONZE MELTING. These soldiers wear protective metal armour and have a bronze lance as a weapon. When surrounded, lancers can keep their lances around to keep the enemy soldiers away, and riders are easily killed by them. However, their relatively heavy armour makes them slower than their counterparts, so a fast unit can surround them and attack before they have made the correct moves.

Pikemen: NEEDS METAL CASTING. Their iron armours and helmet give them a better protection than the Lancers' bronze armour did, and their pikes do more damage to the enemies. The horses and other mounts will die easily when they are faced with them. However, their armours are now heavier than the Lancers', so a fast envolving tactic will work really well against them.


Spoiler Range (1EP=500) :
Slingers: These people know how to throw stones using a leather sling at a short-medium distance. It can make them quite deadly if they manage to hit you on your head.

Atlatls: NEEDS LANCE PROPELLER. The first long distance fighters, they carry a propeller with them, which allows them to shoot lances further than the human arm alone can. They fare badly at close quarter combat.

Archers: NEEDS ARCHERY. This unit uses a bow that allows them to shoot arrows at longer distances and higher speeds than a mere propeller would do. Long distance is their strength, but put them against an enemy that is near them and they will drop like flies in the middle of winter.


Spoiler Mounted (1EP= 100) :
Chariots: NEEDS ANIMAL HUSBANDRY AND WHEEL. Riding a two-horse-pulled cart is more secure than riding the horses directly. The two-man team can alternate directing the horses and shooting deadly arrows or lances to their enemies. Limited by terrain.

Riders: NEEDS HORSE RIDING. The first mounted warrior, it carries one lance that can be thrown or used to charge at the enemy. Does good against many units, but suffers heavily in tight places.


Spoiler Navy Units(1EP= 100) :

Canoes: Your basic, carved out of a tree trunk mode of transport over water.

Oar-Ships: NEEDS FISHING. This vessel, which uses only oars as a method of propulsion, is the first decent thing you can use to cross bodies of water. However, they can only be used to cross rivers, lakes and some seas that are narrow enough.

Galleys: NEEDS SAILING. Putting a big piece of cloth on the mast of your ship does wonders, don't you think so? Although it still uses oars to propel it if there isn't any wind, this ship will let your navy travel further than the oar-ships can. This allows exploration beyond the "fog"
 
SPELLS

Fireball: 1MP Toasts a 50m ball, fires in line of sight. If you can see it, you can hit it.
Flood: 1MP Dumps a 50m ball of water where ever you wish
Bravery: 1MP Fills your warriors with a fervor for 30 minutes, they will bezerk for you
Feast: 1MP Creates enough glorious food to feed 1000 men
Buzz: 1MP Will create an excrusiating buzz in the ear of a target, visual contact needed
Growth: 1MP grows 1 acre of trees and foilage in matter of minutes.
Summon Imp: 1MP to summon 2000 Imps for combat (lasts a few hours)
Summon Troll: 1MP to summon 5 massive Trolls (last an hour)
Shield: 1MP Gives a small group of men invulnerability for 30 min. Caster must remain close.
Reanimate: 1MP revive 1 person
Counter Spell: 1MP counter target spell
Redirect: 1MP randomly alters target of spell
Tidal Wave: 1MP Massive wave hits whoever the caster wants. (Must have large source of water available and a reachable target)
Freeze: 1MP Throws a 50m ball of pure coldness. For living beings, especailly near the centre, the temperature drop might kill them.
Animation: 1MP Animates 75 figurines of dried mud so that they can work/fight for the tribe
Teleportation: 1MP Allows the caster or someone else to teleport up to 1 mile in distance. Larger masses go shorter distances.
Hatred: 1MP Charges the emotion of a group of people. Depending on their mental stength it effects each differently.
Spirit ward: 1MP If the target is enemy formation hostile soldiers will lose morale (frightened) and lose positive magical effects; if the target is allied formation the soldiers recieve morale and physical strength increase.
The effect lasts until the end of the next battle or after a day passes.
Blood Enforcement: 1MP Sacrifices an individual, but traps the soul and essence in this world, instead granting the strength to the sacrificer. This empowers the sacrificer significantly. (The effect never ends. Non-magic users may perform the sacrifice if the mana is provided by a caster.)
Summon Wolves: 1MP Summons 500 wolves (coming from forested areas or caves,they don't appear from thin air) to fight on summoners side for 1 hour. - Wolves are fast, have greenish "shine" on their fur and understand summoner commands. Their strength is bit weaker than normal human but they are fast and as humans have natural fear for wolves, they can be used to demoralize armies.
Raise Dead: 2MP Raises 100 reanimated corpses out of the ground that follow the will of their summoner. Being dead, they cannot feel pain, and will continue to funcation until their body is completely destroyed or rendered immobile.
Wolfen Taint: 1MP - This spell allows the caster to morph several nearby Carquas as well as changing their minds into those of wolves. Their bodies become more wolf like eg. nails grow into claws, teeth grow longer and jawbone grows outwards forming a small muzzle. Lasts 24 hours.
Animate Rock Giant: 1MP - Animates a pile of rocks into 5 large rock giants. Rock giants are large and strong, and tough to kill (their skin is rock!) and could also help the villages by lifting heavy things, for example. Lasts 1 hour.
Voice Projection: 2MP - Can project voice very loudly over a short distance or still clearly over a range of miles.
Puppet: 2MP Attempts to force a target to do as compelled by the magic user. The closer to the target, the stonger the Shamans hold.
 
Signing in as Tartes.
Tribe Name: Tartes // Milarqui
Cacique Name: Mikael
Colour: Yellow
Population: Petite (2/3)
Magic: 1/0
Magic User: Tonai the Fire-Freezer
-Magic Spells: Freeze
Armed Men: 2,400
Military prowess : Pathetic
Quality of Life: Barely Tolerable

@Abaddon: you haven't given me the 400 extra soldiers for creating the NPCs, so I have taken the liberty to add them. Also, it's a pity you changed the spell of the Reggar Tribe, it was quite original and amusing, in my opinion.
 
Done, thank you for that.
Thought about it, but decided I wanted some of my more basic spells used before we start using others.
 
Yo Darth. Glad you made it :)
 
Tribe Name: Carquas // Vertinari118
Cacique Name: Arkui
Colour: Grey
Population: Petite (2/3)
Magic: 1/0
Magic Users: Boyez
-Magic Spells: Wolfen Taint
Armed Men: 2,000
Military prowess : Pathetic
Quality of Life: Barely Tolerable

Ahoooooo!
 
Bonjour Carquas! Are you ready to rock?
 
Oui. We are ready to rock the house.

Who let the dogs out?
Woof, woof, woof, woof!
 
*throws a bone*

So then, orders? :p
 
Tribe Name: Imper // Thomas.berubeg
Cacique Name: Crezth
Colour: Blue
Population: Petite (2/3)
Magic: 1/0
Magic User: Artor
-Magic Spells: Teleportation
Armed Men: 2,000
Military prowess : Pathetic
Quality of Life: Barely Tolerable
 
Welcome aboard thomas.berubeg. If you wish to tinker at all with any of the bold stats, please feel free:

Tribe Name: Imper // Thomas.berubeg
Cacique Name: Crezth
Colour: Blue
Population: Petite (2/3)
Magic: 1/0
Magic User: Artor
-Magic Spells: Teleportation
Armed Men: 2,000
Military prowess : Pathetic
Quality of Life: Barely Tolerable
 
Welcome aboard thomas.berubeg. If you wish to tinker at all with any of the bold stats, please feel free:

Tribe Name: Imper // Thomas.berubeg
Cacique Name: Thotat
Colour: Blue
Population: Petite (2/3)
Magic: 1/0
Magic User: Artor
-Magic Spells: Teleportation
Armed Men: 2,000
Military prowess : Pathetic
Quality of Life: Barely Tolerable


just changed the name. (i'de went for this tribe because of the spell)
 
Done. I am really looking forward to how magic is used in this NES. I will be sure to give some examples with my NPC's!
 
Can I start next to a town?

Tribe Name: Qua'tem'oc // Neverwonagame3
Cacique Name: Kaemaehamaeha
Colour: Any
Population: Petite (2/3)
Magic: 1/0
Magic User: Rijimaril
-Magic Spells: Counter Spell
Armed Men: 2,000
Military prowess : Pathetic
Quality of Life: Barely Tolerable
 
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