Vertinari118
Deity
I have some ideas for a new Nes. I would really appreciate it if experienced mods/Nesers out there could give me a hand making these work. I would not call this a Pre-Nes as I have a couple of ideas so until I know what people want I will not put rules up unless you really, really want them.
Pre VertNes: World of Altor
Map
Map taken down due to criticism. Will return once I get HELP not get told to go look at someone else's map and magically learn how to make maps.
Key: Brown-mountains, light green-rain forest, dark green-grassland, yellow-desert, pale yellow-plains, turquoise-tundra, dark turquoise-boreal forest, green brown-forest/woodland. This is a map of known Altor the map may change. The two continents I left in white are continents the player has only heard rumors of and so you have no detailed maps of the terrain there.
Altor is a fictional world that I am making up. I have got plenty of stuff in my head for it but this will take the longest for me to set up, it will also be the most likely one to crash and burn
. I will try hard to make it work as I will for all of them. Players will chose a race and a starting continent and then lead their lives as they wish. When I get more experienced I will let players lead nations but for now players, if you chose this Nes, would have to be killing humans, 'monsters', other race, farming etc. This Nes will include magic and Gods and Goddesses, which can and will interact with the world. I will try to make this unique but it will draw on things such Tolkien, Fall From Heaven (mod for Civ IV) and other dark fantasy stuff and some of my own creations.
Rules
The rules are quite simple for this Nes at least at the start. You chose a race and then a profession as well (see below) as I have said before you can make your own race and profession if you wish but I may edit it to make it fit in better.
Races
The races you can choose are Human, Elf, Orc, Dwarf, Little Folk, Wereanimals e.g. Werewolf, Dragon and Vampire. Below is more information.
Human
Your average humans. Same as Earth human but can channel magic and are a bit tougher, Altor's a dangerous place. They are the most shot lived of all the races but they have been blessed by all the Gods and so unlike most other races they can channel any kind of magic. Humans may be one of the weaker races physically and only have a life of 70 at most with the average being around 50 but they have almost unlimited potential in the realms of the mind and only Elves really equal them when it comes to the Art. Humans are the best magic users, arcane or divine bar fey and have the most opportunities when it comes to character development but are physically weaker and short-lived than most other races without the aid of powerful magic or a God. Humans could be good at any profession though.
Elves
Look almost identical to humans a skilled observer may notice slightly pointed ears and the more rugby ball shaped eyes. The main difference comes when they speak Elvish voices are amongst some of the most beautiful voices in all of Altor and the fact they can not die of old age. They tend to have bodies that match the beauty of their voices only the Fey are more beautiful. They stand about the height of a man and are very strong the weak of their race could easily defeat some of the strongest humans in physical pursuits and they often prove very good at the Art as well but a trained human could beat them hands down. The elves are also very enduring race only dwarves could be more enduring. They are strong of mind and body and spirit. The elves are an all-round race really they are best at being warriors or bards though with training and the elves have a lot of time for that, they can become very powerful wizards or priests. Once again no real limits on what an elf could do for a profession.
Dwarves
Look like humans but they are short at four foot, five-foot is considered tall and anything over freakishly tall. They have a close friendship with the gnomes, this is unusual for dwarves are known for their reclusive habits and inability to trust most other races especially orcs and elves. They are strong and enduring, they are said to be the most enduring race, but they are a stubborn race and as a result they are bad at channelling any magic bar Earth magic (because they were created by Danagaia or Lady Earth in Common tongue). They are a good race for someone who wants a walking tank but Earth magic should not be overlooked it, at the higher levels, can be very, very powerful.
Orcs
Orcs in this Nes are not so much a race but a group of races that are bound together by the fact they are not wanted anywhere else. A human could become an orc, wild elves (note subraces will be listed in a bit. This is WIP) are often called orcs and then of course you have the usual greenskins (orcs, goblins, lizardmen, odd troll etc.), the traditional orcs. Orcs are tough, strong and stupid. Magic is not their strong point normally but some lucky tribes may have a human or wild elf shaman in them. Orcs are tough and strong and evil, they are good for a player who want a challenge as most people hate them in the Nes but if you prove yourself you may become excepted.
Little Folk
Fay
Players can play as three types of fey pixies, nymphs and daylan. These all have strengths and weaknesses but here are the ones that apply to all fey: They are all very magical, they are all charming, they all hate metals iron the most, they are all physically weak. All fey live long lives nymphs live forever like elves never dying of old age, pixies live to around a few hundred years old, typically 400 years old, and Daylan tend to live for 70 years to 100 years old.
Pixies
Small creatures often two ½ foot in height upwards of three foot in height. They are one of the smallest of all the races and thus the weakest but they have other strengths. They learn to use magic when they are babies and are very powerful in a way. They tend to use enchantments and illusions over powerful spells of destruction and at these they are very good. If they did turn to something darker though they would be truly formidable, luckily for the others races of Altor pixies are a peaceful folk who hate war. If you wish to meet a pixie travel to a battle field and you will find them there tending both sides without any discrimination. Pixies are good for a player who wishes to be powerful but in a slightly different way. Could be very good as a spy but the one disadvantage would be it is hard to carry documents when your two ½ foot tall.
Nymphs
One of the largest of all fey standing at four-five foot tall, nymphs look like very beautiful humans or elves and can be male or female. Nymphs tend to guard a place in the wilderness; it may be a grove, a stream, a small part of the great plains. No one but the nymphs know why they do this and the nymphs are not offering any explanations. The magic they wield is quite powerful enchantments and defensive spells plus good healing magic. They also tend to be very good at communicating with animals and tend to have large amounts of animals with wherever they go. Not as hard to play, as a pixie would be nymphs could be quite interesting to play but they will be confined to a supporting role like pixies are.
Daylan
This race seems to only be three foot tall no other height has been observed. They look like small animals such as foxes, badgers etc. What kind of animal I will let the player decide. They have sharp teeth and tend to have claws. They are the strongest race of fey and could overpower an unsuspecting gnome or halfling quite easily. They are better at destructive magic than other races of fey but they are not as good at channelling magic as other fey. Daylan are still peaceful but if you make one angry get ready to start ducking fireballs. Good for a player who wants destructive magic, which is quite powerful, and some fighting ability. Daylan should not be on the front line at all. They are also quite stealthy so they could be good as a ranger or thief.
Gnomes
Gnomes are short at three to four foot. They look like humans but are far shorter and tend to be bald if male. Gnomes are a very intelligent, inquisitive race and quite hardy but they are not as strong as dwarves or elves often they only just match a human or daylan in strength. This race would be good for an alchemist or inventor. Gnomes also make good wizards as they are the best race at illusions and a gnome wielding Earth magic is a sight to behold!
Halfings
Halfings are around four foot tall (note if they were half the average humans height they would be around two and a ½ foot tall!). They look human but a bit more feral this is because Halfings are fairly new on the scene as far as being civilised goes. They are nomadic and very dextrous but they do lack a bit in intelligence. They would make good spies or anything else involving stealth not so good with magic as it is a very new concept to them.
Wereanimals
I am not going to list them all as any mammal or reptile could be used as a base for a wereanimal. I am not allowing birds, fish or amphibians as these could get messy but if you really want them then I will lift the ban with serve restrictions. Wereanimals tend to be strong, fast and dangerous. Lycanthropes often look like the animal they transform into when in human form eg. a werebear in human form would be large, hairy and quite strong. The more you transform the more you look like the animal. Some lycanthropes have transformed so much they do not have the strength of will to transform back. Lycanthropy is a genetic disease that can strike down a member of any race. No one knows where it came from bar the fact it must either have been created by the One or must be coming from a different plane of this dimension. The gene is rare and wereanimals are few and far between. They are beginning to band together and if a lycanthrope player is successful enough to be given land they will begin to form nations.
Dragons
Dragons are not to be confused with Wyrms or Greater Dragons. The dragons players can play are about 10 to 12 foot long, twice the height of a human. They cannot breathe fire but they are naturally very, very good at fire magic, Wyrms can breathe fire. Dragons are scaly, winded creatures with sharp elongated faces and jaws. They have sharp teeth and claws and can fly but not very well! They have the best eyesight of all the races with elves coming a close second and are quite powerful creatures. Being big and lacking the ability to walk on two legs though like bears they can rear up onto their back legs they cannot use amour, unless in is made specially or wield weapons. They would make good offensive mages with fire magic or frontline fighters with their claws and teeth and scales all being good for hand to hand combat. Dont try and sneak around unless you know invisibility, globe of silence and you know there are no animals in the area, dragons tend to smell a bit.
Vampires
Vampires are not undead but they are instead an ancient race, some say older than the elves, different line of creation to humans. Vampires feed off the blood of sentient creature, though the blood of animals can sustain them for a short time. The way they feed they absorb the life energy or Fiezarr from the Rardaquque or blood of a creature and as only sentient creatures posses Fiezarr. Animals have a different type of life energy but back to vampires. Vampires appear human but are very strong and fast. They cannot change shape and they can die of old age around about 500 years old though. Vampires are fast, strong but cannot perform magic at ALL this is because they lack Fiezarr thats why they need to drink blood. Good for a player who wishes to have no connections with magic at all, this does bring benefits.
Note: All subraces and half elves etc are still to come I will sort them later. If you think I have missed out a significant fantasy just say and I will or will not amend as I see fit. Remember you can design your own races eventually.
Professions
Professions are whatever your character does for a living. You can start off as a civilian just PM me with the job you want and the town you want to live in and your set to go. I will only describe non-civilian professions here. Feel free to think up your own profession if you want.
Warrior
Warrior, fighter, soldier, mercenary all these words to describe one thing a trained killer. This profession is an ideal choice for a person who just wants to kill and not have any fancy trimmings. This is the best profession at pure combat and they could defeat any other profession in a straight brawl. No more needs to be said. The warrior is a base profession feel free to customise it. Same drill with the rogue profession.
Magic users
In this Nes there are many magic users most professions learn a bit even a warrior could learn some magic but these are the professions devoted to the study of magic. They are Magi, Mages and Sorcerers.
Magi
Magi are a very powerful order of magic users dedicated to using their magic to defeat the Shadow wherever it appears. The Magi are the most powerful magic users the players can play as but a Magi is born not trained and few are born each year. Magi can become very powerful so only three players may play as them to start off with and its first come first serve. A Magus is powerful because of his natural ability to channel magic that would kill other people. They have far stronger and are far more resilient to the effects of over using magic. Magi are weak in hand to hand combat most Magi struggle to learn how to use a dagger or knife yet alone a sword these guys can master any magic at all though.
Mages
Mages are powerful and anyone can become one they are not born like a Magi or Sorcerers. Mages can wield most kinds of magic but a few spells are beyond their reach. Mages are better at hand to hand combat though and most know how to use a sword or al least a dagger. Players who seek to be good at magic but have some fighting ability should chose this profession.
Sorcerers
Sorcerers are born but as they are more common and not as powerful as the Magi are. Any number of players can be one. Sorcerers have the natural ability to channel, like a Magus, but not the ability to survive excess use of magic. Sorcerers are quite powerful in that they have more time to study how to use weapons then a Mage and are not as obsessive about learning and advancing magic as the Magi are. Overall Sorcerers are good for a player who wishes some knowledge of magic but also likes at the front in any battle.
Rogue
The rogue profession is to be used as a base for players to design related professions from. This is because I am lazy and if I tried to work out every way someone might use this profession I would be bound to miss something and make someone angry. The rogue profession can do just about anything that involves not being seen and/or doing something criminal.
Priests
Priests channel divine magic which is very powerful but hard to master. This magic differs from arcane magic as it draws on the power of a God to cast. This means less Fiezarr is used for each casting but if a God finds your faith lacking expect your powers to disapir. Priests have a large amount of time to train in the use of weapons and armour.
Stats
Stats will be posted in a word form for the player and I will keep the number form. Stats are dynamic so you may start of the game really strong but if you never use your strength it will not improve and may get lower. Stats will be similar to D & D stats but feel free to experiment and propose new stat ideas. I want to have a lot of player input in the development stage to try and make this a good Nes! Heres a brief summary of the stats:
Strength
The most obvious one strength governs how strong you; are useful in all situations that it is useful for in real life. Elves, Dwarves, Vampires Dragons, Wereanimals and Daylan are all very strong. Daylan I list as strong because they are the strongest race of their size with gnomes coming in a close second. Humans, Gnomes, Halfings are all in the middle and the two remaining types of Fay are quite weak. Orcs vary in strength depending on the race they were before they became Orcs but Orcs tend to be very strong for their race.
Dexterity
Dexterity governs general hand eye co-ordination, balance and reflexes. The Little Folk all have excellent dexterity, Humans, Elves, Vampires and Dwarves average and Orcs, Dragons and Wereanimals not so good.
Constitution
This governs general overall fitness, healthiness and toughness. Dwarves, Elves Dragons, Vampires and Gnomes are the toughest races. Humans, Orcs, Daylan and Wereanimals are average and Nymphs and Pixies are poor.
Intelligence
Obvious, this governs your intelligence and when combined with charisma and wisdom affects your magical skill. Humans, Dragons, Gnomes and Elves have high intelligence. Dwarves, Little Folk bar Gnomes and Vampires average and Wereanimals and Orcs low intelligence.
Wisdom
Affects how wise you are this affects decision making and magic. Humans, Elves, Dragons, Fay have high wisdom. Dwarves, Wereanimals and Vampires and Little Folk have average and Orcs have low wisdom.
Charisma
Affects force of personality and how attractive your character is. Humans, Dragons, Little Folk and Elves have high charisma. Dwarves and Vampires have average and Orcs and Wereanimals have low charisma.
Magic
Magic is using one's Fiezarr to channel energy from other planes and directly from gods. This energy can then be shaped to form the desired effect. Please be careful at the start of the Nes as using too much Fiezarr can have many negitive effects. This requies concentration and inexpericened mages and sorcerers are normally told to speak a prase or incantation to focus their thoughts. Magi, due to their natural abilities with magic, tend not to need to speak an incantation but it is advised for complex spells. Magic can be spilt into several groups and sub groups. Here they are all listed.
Elemental
Need I explain. Elemental magic can be used to create an elemental force or to control one in an area. By create an elemental force I mean conjure a fireball not create new laws of nature. This may be possible at the highest levels and only to Magi of exceptional skill. Please note you can effect any natural force with this area of magic even if it hasn't been listed.
Subclasses.
Air magic
Useful for defensive spells and illusions. Can also be used offensively at higher levels. Summons are average. This magic can also be used to see far in the present and later past and future.
Fire Magic
Offensively orientated. Fire magic can be used to create powerful offensive spells even at low levels. Can also be used to some extent in defence. Summons can be quite powerful.
Water magic
Healing magic to its core. Can also be used in offensive at the higher levels and denfense against other mages' spells. Summons tend to be not very strong but very good healers.
Earth magic
Earth magic is mainly defensive with some offensive spells thrown in. Can be used to some extent to heal but not nearly as much as water magic. Summons are very powerful but slow.
Abjuration
Defensive magic. Can be used to create force fields, barriers, spheres of protection, silence etc. Very useful if you want to stay alive in a fight and your not very strong or tough.
Conjuration
This area involes changing and creating new matter/Fiezarr. Can also be used to summon creatures. Very useful and versitile as it covers healing, creation, summoning and teleportation spells.
Divination
Used for seeing past, present and future. Can also be used to read minds and dispell illusions.
Enchantment
Enchantments can be used to enchant an object. Don't tell me you had guessed that!
Evocation
Used to create/destroy energy. Used offensivly and at higher levels can become very powerful.
Illusions
Illusions are used to trick and decive people. These can be used offensively and this is the Gnomes' favorite type of magic.
Necromancy
Necromancy is used to create undead via rituals. It is also used to extent one's life unaturally and can be used to restore life to an undead body.
Rituals
Rituals are used to cast spells which would normally take too much energy to cast by allowing the caster to draw strength from the reagents and symbols used. Also servives to focus your will.
Notes on magic
Sorry about how note like these rules are I will post more normal rules tomorrow morning. Please be creative with magic and feel free to write your own incantations.
Pre VertNes: World of Altor
Map
Map taken down due to criticism. Will return once I get HELP not get told to go look at someone else's map and magically learn how to make maps.
Key: Brown-mountains, light green-rain forest, dark green-grassland, yellow-desert, pale yellow-plains, turquoise-tundra, dark turquoise-boreal forest, green brown-forest/woodland. This is a map of known Altor the map may change. The two continents I left in white are continents the player has only heard rumors of and so you have no detailed maps of the terrain there.
Altor is a fictional world that I am making up. I have got plenty of stuff in my head for it but this will take the longest for me to set up, it will also be the most likely one to crash and burn

Rules
The rules are quite simple for this Nes at least at the start. You chose a race and then a profession as well (see below) as I have said before you can make your own race and profession if you wish but I may edit it to make it fit in better.
Races
The races you can choose are Human, Elf, Orc, Dwarf, Little Folk, Wereanimals e.g. Werewolf, Dragon and Vampire. Below is more information.
Human
Your average humans. Same as Earth human but can channel magic and are a bit tougher, Altor's a dangerous place. They are the most shot lived of all the races but they have been blessed by all the Gods and so unlike most other races they can channel any kind of magic. Humans may be one of the weaker races physically and only have a life of 70 at most with the average being around 50 but they have almost unlimited potential in the realms of the mind and only Elves really equal them when it comes to the Art. Humans are the best magic users, arcane or divine bar fey and have the most opportunities when it comes to character development but are physically weaker and short-lived than most other races without the aid of powerful magic or a God. Humans could be good at any profession though.
Elves
Look almost identical to humans a skilled observer may notice slightly pointed ears and the more rugby ball shaped eyes. The main difference comes when they speak Elvish voices are amongst some of the most beautiful voices in all of Altor and the fact they can not die of old age. They tend to have bodies that match the beauty of their voices only the Fey are more beautiful. They stand about the height of a man and are very strong the weak of their race could easily defeat some of the strongest humans in physical pursuits and they often prove very good at the Art as well but a trained human could beat them hands down. The elves are also very enduring race only dwarves could be more enduring. They are strong of mind and body and spirit. The elves are an all-round race really they are best at being warriors or bards though with training and the elves have a lot of time for that, they can become very powerful wizards or priests. Once again no real limits on what an elf could do for a profession.
Dwarves
Look like humans but they are short at four foot, five-foot is considered tall and anything over freakishly tall. They have a close friendship with the gnomes, this is unusual for dwarves are known for their reclusive habits and inability to trust most other races especially orcs and elves. They are strong and enduring, they are said to be the most enduring race, but they are a stubborn race and as a result they are bad at channelling any magic bar Earth magic (because they were created by Danagaia or Lady Earth in Common tongue). They are a good race for someone who wants a walking tank but Earth magic should not be overlooked it, at the higher levels, can be very, very powerful.
Orcs
Orcs in this Nes are not so much a race but a group of races that are bound together by the fact they are not wanted anywhere else. A human could become an orc, wild elves (note subraces will be listed in a bit. This is WIP) are often called orcs and then of course you have the usual greenskins (orcs, goblins, lizardmen, odd troll etc.), the traditional orcs. Orcs are tough, strong and stupid. Magic is not their strong point normally but some lucky tribes may have a human or wild elf shaman in them. Orcs are tough and strong and evil, they are good for a player who want a challenge as most people hate them in the Nes but if you prove yourself you may become excepted.
Little Folk
Fay
Players can play as three types of fey pixies, nymphs and daylan. These all have strengths and weaknesses but here are the ones that apply to all fey: They are all very magical, they are all charming, they all hate metals iron the most, they are all physically weak. All fey live long lives nymphs live forever like elves never dying of old age, pixies live to around a few hundred years old, typically 400 years old, and Daylan tend to live for 70 years to 100 years old.
Pixies
Small creatures often two ½ foot in height upwards of three foot in height. They are one of the smallest of all the races and thus the weakest but they have other strengths. They learn to use magic when they are babies and are very powerful in a way. They tend to use enchantments and illusions over powerful spells of destruction and at these they are very good. If they did turn to something darker though they would be truly formidable, luckily for the others races of Altor pixies are a peaceful folk who hate war. If you wish to meet a pixie travel to a battle field and you will find them there tending both sides without any discrimination. Pixies are good for a player who wishes to be powerful but in a slightly different way. Could be very good as a spy but the one disadvantage would be it is hard to carry documents when your two ½ foot tall.
Nymphs
One of the largest of all fey standing at four-five foot tall, nymphs look like very beautiful humans or elves and can be male or female. Nymphs tend to guard a place in the wilderness; it may be a grove, a stream, a small part of the great plains. No one but the nymphs know why they do this and the nymphs are not offering any explanations. The magic they wield is quite powerful enchantments and defensive spells plus good healing magic. They also tend to be very good at communicating with animals and tend to have large amounts of animals with wherever they go. Not as hard to play, as a pixie would be nymphs could be quite interesting to play but they will be confined to a supporting role like pixies are.
Daylan
This race seems to only be three foot tall no other height has been observed. They look like small animals such as foxes, badgers etc. What kind of animal I will let the player decide. They have sharp teeth and tend to have claws. They are the strongest race of fey and could overpower an unsuspecting gnome or halfling quite easily. They are better at destructive magic than other races of fey but they are not as good at channelling magic as other fey. Daylan are still peaceful but if you make one angry get ready to start ducking fireballs. Good for a player who wants destructive magic, which is quite powerful, and some fighting ability. Daylan should not be on the front line at all. They are also quite stealthy so they could be good as a ranger or thief.
Gnomes
Gnomes are short at three to four foot. They look like humans but are far shorter and tend to be bald if male. Gnomes are a very intelligent, inquisitive race and quite hardy but they are not as strong as dwarves or elves often they only just match a human or daylan in strength. This race would be good for an alchemist or inventor. Gnomes also make good wizards as they are the best race at illusions and a gnome wielding Earth magic is a sight to behold!
Halfings
Halfings are around four foot tall (note if they were half the average humans height they would be around two and a ½ foot tall!). They look human but a bit more feral this is because Halfings are fairly new on the scene as far as being civilised goes. They are nomadic and very dextrous but they do lack a bit in intelligence. They would make good spies or anything else involving stealth not so good with magic as it is a very new concept to them.
Wereanimals
I am not going to list them all as any mammal or reptile could be used as a base for a wereanimal. I am not allowing birds, fish or amphibians as these could get messy but if you really want them then I will lift the ban with serve restrictions. Wereanimals tend to be strong, fast and dangerous. Lycanthropes often look like the animal they transform into when in human form eg. a werebear in human form would be large, hairy and quite strong. The more you transform the more you look like the animal. Some lycanthropes have transformed so much they do not have the strength of will to transform back. Lycanthropy is a genetic disease that can strike down a member of any race. No one knows where it came from bar the fact it must either have been created by the One or must be coming from a different plane of this dimension. The gene is rare and wereanimals are few and far between. They are beginning to band together and if a lycanthrope player is successful enough to be given land they will begin to form nations.
Dragons
Dragons are not to be confused with Wyrms or Greater Dragons. The dragons players can play are about 10 to 12 foot long, twice the height of a human. They cannot breathe fire but they are naturally very, very good at fire magic, Wyrms can breathe fire. Dragons are scaly, winded creatures with sharp elongated faces and jaws. They have sharp teeth and claws and can fly but not very well! They have the best eyesight of all the races with elves coming a close second and are quite powerful creatures. Being big and lacking the ability to walk on two legs though like bears they can rear up onto their back legs they cannot use amour, unless in is made specially or wield weapons. They would make good offensive mages with fire magic or frontline fighters with their claws and teeth and scales all being good for hand to hand combat. Dont try and sneak around unless you know invisibility, globe of silence and you know there are no animals in the area, dragons tend to smell a bit.
Vampires
Vampires are not undead but they are instead an ancient race, some say older than the elves, different line of creation to humans. Vampires feed off the blood of sentient creature, though the blood of animals can sustain them for a short time. The way they feed they absorb the life energy or Fiezarr from the Rardaquque or blood of a creature and as only sentient creatures posses Fiezarr. Animals have a different type of life energy but back to vampires. Vampires appear human but are very strong and fast. They cannot change shape and they can die of old age around about 500 years old though. Vampires are fast, strong but cannot perform magic at ALL this is because they lack Fiezarr thats why they need to drink blood. Good for a player who wishes to have no connections with magic at all, this does bring benefits.
Note: All subraces and half elves etc are still to come I will sort them later. If you think I have missed out a significant fantasy just say and I will or will not amend as I see fit. Remember you can design your own races eventually.
Professions
Professions are whatever your character does for a living. You can start off as a civilian just PM me with the job you want and the town you want to live in and your set to go. I will only describe non-civilian professions here. Feel free to think up your own profession if you want.
Warrior
Warrior, fighter, soldier, mercenary all these words to describe one thing a trained killer. This profession is an ideal choice for a person who just wants to kill and not have any fancy trimmings. This is the best profession at pure combat and they could defeat any other profession in a straight brawl. No more needs to be said. The warrior is a base profession feel free to customise it. Same drill with the rogue profession.
Magic users
In this Nes there are many magic users most professions learn a bit even a warrior could learn some magic but these are the professions devoted to the study of magic. They are Magi, Mages and Sorcerers.
Magi
Magi are a very powerful order of magic users dedicated to using their magic to defeat the Shadow wherever it appears. The Magi are the most powerful magic users the players can play as but a Magi is born not trained and few are born each year. Magi can become very powerful so only three players may play as them to start off with and its first come first serve. A Magus is powerful because of his natural ability to channel magic that would kill other people. They have far stronger and are far more resilient to the effects of over using magic. Magi are weak in hand to hand combat most Magi struggle to learn how to use a dagger or knife yet alone a sword these guys can master any magic at all though.
Mages
Mages are powerful and anyone can become one they are not born like a Magi or Sorcerers. Mages can wield most kinds of magic but a few spells are beyond their reach. Mages are better at hand to hand combat though and most know how to use a sword or al least a dagger. Players who seek to be good at magic but have some fighting ability should chose this profession.
Sorcerers
Sorcerers are born but as they are more common and not as powerful as the Magi are. Any number of players can be one. Sorcerers have the natural ability to channel, like a Magus, but not the ability to survive excess use of magic. Sorcerers are quite powerful in that they have more time to study how to use weapons then a Mage and are not as obsessive about learning and advancing magic as the Magi are. Overall Sorcerers are good for a player who wishes some knowledge of magic but also likes at the front in any battle.
Rogue
The rogue profession is to be used as a base for players to design related professions from. This is because I am lazy and if I tried to work out every way someone might use this profession I would be bound to miss something and make someone angry. The rogue profession can do just about anything that involves not being seen and/or doing something criminal.
Priests
Priests channel divine magic which is very powerful but hard to master. This magic differs from arcane magic as it draws on the power of a God to cast. This means less Fiezarr is used for each casting but if a God finds your faith lacking expect your powers to disapir. Priests have a large amount of time to train in the use of weapons and armour.
Stats
Stats will be posted in a word form for the player and I will keep the number form. Stats are dynamic so you may start of the game really strong but if you never use your strength it will not improve and may get lower. Stats will be similar to D & D stats but feel free to experiment and propose new stat ideas. I want to have a lot of player input in the development stage to try and make this a good Nes! Heres a brief summary of the stats:
Strength
The most obvious one strength governs how strong you; are useful in all situations that it is useful for in real life. Elves, Dwarves, Vampires Dragons, Wereanimals and Daylan are all very strong. Daylan I list as strong because they are the strongest race of their size with gnomes coming in a close second. Humans, Gnomes, Halfings are all in the middle and the two remaining types of Fay are quite weak. Orcs vary in strength depending on the race they were before they became Orcs but Orcs tend to be very strong for their race.
Dexterity
Dexterity governs general hand eye co-ordination, balance and reflexes. The Little Folk all have excellent dexterity, Humans, Elves, Vampires and Dwarves average and Orcs, Dragons and Wereanimals not so good.
Constitution
This governs general overall fitness, healthiness and toughness. Dwarves, Elves Dragons, Vampires and Gnomes are the toughest races. Humans, Orcs, Daylan and Wereanimals are average and Nymphs and Pixies are poor.
Intelligence
Obvious, this governs your intelligence and when combined with charisma and wisdom affects your magical skill. Humans, Dragons, Gnomes and Elves have high intelligence. Dwarves, Little Folk bar Gnomes and Vampires average and Wereanimals and Orcs low intelligence.
Wisdom
Affects how wise you are this affects decision making and magic. Humans, Elves, Dragons, Fay have high wisdom. Dwarves, Wereanimals and Vampires and Little Folk have average and Orcs have low wisdom.
Charisma
Affects force of personality and how attractive your character is. Humans, Dragons, Little Folk and Elves have high charisma. Dwarves and Vampires have average and Orcs and Wereanimals have low charisma.
Magic
Magic is using one's Fiezarr to channel energy from other planes and directly from gods. This energy can then be shaped to form the desired effect. Please be careful at the start of the Nes as using too much Fiezarr can have many negitive effects. This requies concentration and inexpericened mages and sorcerers are normally told to speak a prase or incantation to focus their thoughts. Magi, due to their natural abilities with magic, tend not to need to speak an incantation but it is advised for complex spells. Magic can be spilt into several groups and sub groups. Here they are all listed.
Elemental
Need I explain. Elemental magic can be used to create an elemental force or to control one in an area. By create an elemental force I mean conjure a fireball not create new laws of nature. This may be possible at the highest levels and only to Magi of exceptional skill. Please note you can effect any natural force with this area of magic even if it hasn't been listed.
Subclasses.
Spoiler :
Air magic
Useful for defensive spells and illusions. Can also be used offensively at higher levels. Summons are average. This magic can also be used to see far in the present and later past and future.
Fire Magic
Offensively orientated. Fire magic can be used to create powerful offensive spells even at low levels. Can also be used to some extent in defence. Summons can be quite powerful.
Water magic
Healing magic to its core. Can also be used in offensive at the higher levels and denfense against other mages' spells. Summons tend to be not very strong but very good healers.
Earth magic
Earth magic is mainly defensive with some offensive spells thrown in. Can be used to some extent to heal but not nearly as much as water magic. Summons are very powerful but slow.
Abjuration
Defensive magic. Can be used to create force fields, barriers, spheres of protection, silence etc. Very useful if you want to stay alive in a fight and your not very strong or tough.
Conjuration
This area involes changing and creating new matter/Fiezarr. Can also be used to summon creatures. Very useful and versitile as it covers healing, creation, summoning and teleportation spells.
Divination
Used for seeing past, present and future. Can also be used to read minds and dispell illusions.
Enchantment
Enchantments can be used to enchant an object. Don't tell me you had guessed that!
Evocation
Used to create/destroy energy. Used offensivly and at higher levels can become very powerful.
Illusions
Illusions are used to trick and decive people. These can be used offensively and this is the Gnomes' favorite type of magic.
Necromancy
Necromancy is used to create undead via rituals. It is also used to extent one's life unaturally and can be used to restore life to an undead body.
Rituals
Rituals are used to cast spells which would normally take too much energy to cast by allowing the caster to draw strength from the reagents and symbols used. Also servives to focus your will.
Notes on magic
Sorry about how note like these rules are I will post more normal rules tomorrow morning. Please be creative with magic and feel free to write your own incantations.