ADNES1: The Rood, The Roll and the Dragon

Discussion in 'Never Ending Stories' started by Aiken_Drumn, Nov 11, 2021.

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  1. Aiken_Drumn

    Aiken_Drumn King

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    ADNES1: The Rood, The Roll and the Dragon

    Welcome, one and all, to ADNES1: The Rood, The Roll and the Dragon. Inspired by a combination of Thorvald of Lym's Roll II Rule seen in Forum Games, and The Rood and the Dragon by Plotinus.

    ADNES1 smushes these together and drops them into the NESing Sphere.

    The Setting

    The year is AD 480. Nearly seventy years have passed since the Roman legions were withdrawn from Britannia. The island, rich and unprotected, has been invaded by wave upon wave of barbarians from northern Europe - Angles, Saxons, Jutes, Danes. They have conquered or assimilated the Romano-British peoples of the south and east of Britannia. A new era dawns.

    As the warlord of one of the new Kingdoms, you must struggle for supremacy with your fellow invaders. Each lord is desperate to carve out an empire in the new lands. There will be battles and wars ahead the like of which this island has never seen before - but there will be glory and honour. For a warrior wins renown in battle, and through conquest comes prosperity and the establishment of a lasting culture. Each warlord dreams of being pronounced Bretwalda - the overking of all of Britannia. But few will achieve it.

    The land of Britannia is rich, flowing with many rivers, covered in game-rich forests. But land is scarce, and there is competition. To the north is the land of the Picts, a powerful, warlike people, able to mobilise great forces from their highland retreats. To the west are the remaining Romano-British kingdoms - old, secure, but their age is waning, and a new age is coming.

    And greater powers stir beyond the seas. In the far west is the land of Ireland, an ancient culture, never conquered by the Romans. There still flickers the flame of antiquity and the learning of the ancients. Ireland could yet extend its cultural sway over the whole of Britannia. From Ireland, and from the European continent to the south, rumours reach you of a new religion - the Christian faith. At some point you will have to contend with missionaries who will seek to convert you and your kingdom. Christianity offers cultural and educational prizes beyond imagination. Will you raise the sign of the Rood - the Cross - throughout your lands, or would you do better to keep to the faith of your forefathers, and honour the pagan gods through battle and glory?

    And to the east, rumours grow of another power - a mighty people who sail over the ocean in dragon-prowed ships, wielding great axes, seeking plunder and spoils. Build your kingdom quickly and root it in strength - for the Vikings will surely put it to the greatest test.

    Your people have invested you with power and honour. Will you repay them in kind? Will you rise to the challenge? Will you win glory on the battlefield and blessings from On High? Will you seize the title of Bretwalda - or will you die in the attempt?

    Spoiler The Map :


    The base rules are so simple, even Byzieboos can understand:

    1. Post an action.
    2. Your result will be determined by the roll of a die.
    3. Any attacking action immediately grants a (modified) free defence roll.​

    Initial success is determined on a score of 1–20, with the final result adjusted by Various Acquired Modifiers (VAM). Score breakdown is as follows:

    1 : Unbelievably total failure. Action WILL backfire.
    2-4 : Failure, with penalty
    5-7 : Marginal failure with possible penalty
    8-10 : Failure, no penalty
    11-13 : Straightforward success
    14-16 : Success, with possible bonus
    17-19 : Success, with circumstantial bonus
    20 : MAXIMUM POWER. Guaranteed success, with added bonus.​

    Under binary conditions, 1-10 fails, 11-20 succeeds.

    Note that attempting an action requiring an intermediate action (i.e. Attacking a nation with no army) automatically fails. Also note that the same action cannot be taken twice in a row. Take heed that The Rule of Funtm is in effect, and your actions may not go as expected.

    "So what's different from Thorvald's game?"

    Good question! Whereas previous R2D spin-offs play very freeflow, ADNES1 remains at its heart a NES. You are working within the loosely held constaints of a historically realistic setting. Your nation has STATS. There won't be tanks or nukes in ADNES. Stories matter, managing your nation effectively matters. Diplomacy and planning matters. Above I mentioned about VAM. These will be very key in this game. Success or Failure will be compounding, with subsequent rolls being modified by what has come before it.

    "I'm here from the Old Days. What's different from how we played then?"

    Nothing really, except now we have fewer players! :cool:

    "Oh come on, it can't be that simple!

    No, really!

    "Are there really no other rules?"


    Alright, you got me. Here are some further considerations:
    • All orders must be publicly posted in this thread. Format it however you want; just make sure I know what you're trying to do.
    • All players begin with one action per turn. You can, however, expand your actionability through VAM.
    • Talking is a free action. Diplomacy isn't. Inter-player negotiations can occur anywhere and any time, but actually enacting the treaty requires you to roll for it to take effect on your side. You can only enact one change of diplomacy a turn unless VAM change this.
    "Ok, Just tell me about "VAM"

    This is how the development and evolution of your nation will be tracked. If you take one turn for example.. "building a barracks" This (if successful) will give a permanent benefit for example..

    "+2 to all rolls when training units"

    Example Nation Stats:

    Meadh : Aiken_Drumn
    Leadership: Fráech mac Finchada
    Strength: 20/20
    Capital: Dublin
    Religion: Christian
    Colour: Red
    Description: East coast Irish nation
    Diplomacy: Alliance with France
    VAM: +5 to Longbow attacks

    Nation Name : Player Name
    Leadership: IC Name
    Strength: Current "Hit Points"/ Maximum "Hit Points"
    Capital: Nations seat of power
    Religion: There are few religions in this game, don't expect much diplomatic luck from rival faiths!
    Colour: Representation on the map
    Description: Brief description of the nation
    Diplomacy: Any Diplomatic status in play
    VAM: Any modifiers to dice rolls acquired.



    "Cosmetic" actions (Naming units, detailing formation composition, changing the national flag Etc.) can be done without a roll, and might even improve it!

    By liking this post, you have implicitly agreed to the terms of service, including that clause stating they my be changed arbitrarily at any time.

    How do I join?

    Welcome aboard! Either pick your country from the stat list or pick a grey province on the map and create a new one.

    ...Actually, let me clarify something to make sure there's no confusion.

    Adding Detail to your national bio counts as your first action.

    CFCers are all helpless egotists at heart, so describe your country in as much or as little detail as you wish. Your first update will determine how much your dream matches reality in terms of control over your territory, standing military et cetera, etc. Remember we are within a historical setting, but you have freedom to play within that structure. The more effort you put in here the better, but it is entirely up to you. You can change your leader/capital/colour etc at this point.

    Lastly: Have Fun!

    Anyone not having fun may be evicted without notice.
     
    Last edited: Nov 21, 2021
  2. Aiken_Drumn

    Aiken_Drumn King

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    Last edited: Dec 17, 2021
    Birdjaguar likes this.
  3. Aiken_Drumn

    Aiken_Drumn King

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    fluff
     
    Last edited: Nov 26, 2021
  4. Aiken_Drumn

    Aiken_Drumn King

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    Last edited: Jan 12, 2022 at 9:06 AM
  5. Aiken_Drumn

    Aiken_Drumn King

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    Nation Stats:

    Laighn : @erez87
    Strength: 20/25
    Leadership: Illan mac Dúnlainge
    Capital: Kilkenny
    Religion: Christian
    Colour: Blue
    Description: South east Irish nation
    Diplomacy: Mumha +1
    VAM: Feared by the local populace, Popular Heir

    Dumnonia: @Danwar
    Strength: 20/20
    Leadership: Ambrosius Aurelianus
    Capital: Aquae Sulis
    Religion: Christian
    Colour: Sand
    Description: South West Roman Embers
    Diplomacy: None
    VAM: Favor of commoners, [+2 to Infrastructure rolls for the next 3 turns]

    Uladh: Kyzarc Fotjage
    Strength: 27/30
    Leadership: Eochaid mac Muiredaig Muinderg
    Capital: Ráth Celtchair
    Religion: Pagan with flickers of Christianity
    Colour: Green
    Diplomacy: Meadh +1
    VAM:

    Meadh: @Terrance888
    Strength: 25/25
    Leadership: Failge Berraide
    Capital: Uisneach
    Religion: Strong Pagan
    Colour: Red
    Diplomacy: Uladh +1
    VAM: The Oathsworn (+2 to military rolls), Fortress of Uisneach (-2 to rolls attacking Uisneach)

    Dunluce : @Birdjaguar
    Strength: 20/20
    Leadership: Fionn mac Cumhaill (Finn MacCool)
    Capital: Ballykeel
    Religion: Pagan
    Colour: Dark Blue
    Description: North East coast Irish nation
    Diplomacy: +1 When acting with Dal Ariad, +1 When acting with Tyr Connail
    VAM: Sive is heavily pregnant, Barracks and training facilities built

    Mumha: @Angst
    Strength: 20/20
    Leadership: Dauí Iarlaithe mac Maithni
    Capital: Corcaigh
    Religion: Weakly Pagan
    Colour: Purple
    Diplomacy: Laighn +1
    VAM: +1 rolls relating to Ships & trade, -1 to rolls when interacting with a nation with Strong Religion

    Tyr Connail: Lord of Elves
    Strength: 24/26
    Leadership: llan mac Fráech
    Capital: Sligo
    Religion: Christian
    Colour: Burgundy
    Description: North west Irish nation.
    Diplomacy: None
    VAM: Great Barracks of Sligo(+5 to all Military Rolls) Large Army, +1 When acting with Dunluce

    Dal Ariadi: Eltain
    Strength: 20/20
    Leadership: Dúnlainge mac Finchada
    Capital: Doire
    Religion: Christian
    Colour: Yellow
    Description: Northern Irish nation
    VAM: Shipyard of Doire (+2 to all Ship related rolls) Fully Stocked Stores, -1 to enemy attacks against fortified border
    Diplomacy: +1 When acting with Dunluce

    Connachta : @Gelion
    Strength: 20/20
    Leadership: Dauí Tenga Uma mac Briúin
    Capital: Sligo
    Religion: Christian
    Colour: Orange
    Diplomacy: Ravenna +1
    VAM: Greek monk hermitage in residence

    Kernow : christos200
    Leadership: Marcus Martinus
    Strength: 20/20
    Capital: Tregear
    Religion: Christianity
    Colour: Greyish Blue
    Diplomacy: None
    VAM: None
     
    Last edited: Jan 12, 2022 at 9:05 AM
  6. Aiken_Drumn

    Aiken_Drumn King

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    MAP:




    Spoiler Update 3 :

     
    Last edited: Jan 12, 2022 at 9:08 AM
  7. Aiken_Drumn

    Aiken_Drumn King

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    Here be dragons
     
    Last edited: Nov 20, 2021
  8. Aiken_Drumn

    Aiken_Drumn King

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    PLEASE POST!
     
  9. Angst

    Angst Rambling and inconsistent

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    Sub post! :)
     
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  10. Terrance888

    Terrance888 Discord Reigns

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    The Lay of Meadh

    Turn 1 - A Promise of Renewal

    Uisneach, the sacred center of Ireland and Irish Paganism. On May Day, the druids assembled to perform festivals and to breathe life to ancient laws by reading them to those that gathered and to the buried Tuatha De Danaan, the ancient powers of the land.

    To help defend this sacred site, the King of Meadh, or the Middle, is acclaimed to he who can preserve stability and piece of the land. Although many clans struggled to acclaim this title, for many decades an unnamed king held it in his grasp. Although vigorous in his youth, time has taken his sons and his sanity, and left him with his throne. While his grandchildren multiplied and squabbled, this king tightened his grip as his eyesight failed, until the king only held sway into the lands nearest to the sacred mount, and his kingdom dissolved. Meanwhile, many saw this as omens brought by the Christian God, and the Rood rose in many of the lands of Ireland.

    However, one of the grandsons or great grandsons, Failge Berraide, foresaw a future where the blessings of the gods once more flowed freely. Originally raised among a small farm, he learned of his heritage and birthright by a traveling vates and left with his mother's blessing. Traveling the land, besting rivals and gaining supporters, he positioned himself to claim the throne once his ancient sire passed. A learned man, he knew he must be acclaimed in the ancient ways, to truly become the King of Meadh and lead it to new glory.

    And so, he immediately put to work to reestablish stability and to reinvite the remaining Druids of Ireland to acclaim his ancient rights.


    Turn 2 - Oaths of Blood and Brotherhood

    With the blessing of the Druids, Failge Berraide set forth on his next project - uniting the disparate blood of the Ancient King, many of whom like him foreswore that unwelcome clan. And so he toured the countryside, visiting the greatest holdings and tuathas, or kingdoms, swaying their chiefs. When he returned he summoned forth from each a promising warrior, to represent them and the bond between Tuatha and the Kingdom Of Meadh. And from these warriors, he requested oaths of loyalty and protection. In exchange he swears to guarantee them their birthrights, be it inheritance or mastery of new tuathas to be conquered. From these warriors he would mold together the spearpoint of his new army, his new personal body guard, his Oathsworn.

    Action - Gather the most promising warriors of the land and have them swear oaths of loyalty, thereby becoming the Oathsworn, King Failge Berraide's new personal bodyguard and elite warriors.

    Turn 3 - A Promise of Prosperity


    Action: For too long the Realm has Rotted. Undergo a program of reconstruction and restoration, so that every man in Meadh can say that King Failge Berraide improved their lot, and every God in the Eire can say that King Failge Berraide has restored the prosperity of Meadh.

    Turn 4 - Champion of the Druids

    Action: Invite the local Druids to Uisneach and ask to relocate their groves to Uisneach permanently. By reading the laws in the halls of Uisneach, we will centralize both our religion and our administration.

     
    Last edited: Dec 11, 2021
  11. Birdjaguar

    Birdjaguar Hanafubuki Super Moderator Supporter

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    So are we starting over with a new turn 1?
     
  12. Aiken_Drumn

    Aiken_Drumn King

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    I think @Terrance888 is just reposting his orders for clarity.
     
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  13. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

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    Fág an Bealach, we march west.
     
  14. Birdjaguar

    Birdjaguar Hanafubuki Super Moderator Supporter

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    Last edited: Nov 22, 2021
  15. Angst

    Angst Rambling and inconsistent

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    [reposting]

    - TURN 2 ORDERS -

    Mumha: Angst

    Strength: 20/20
    Leadership: Dauí Iarlaithe mac Maithni
    Capital: Corcaigh
    Religion: Weakly Pagan
    Colour: Purple
    Diplomacy: None
    VAM: +1 rolls relating to Ships & trade, -1 to rolls when interacting with a nation with Strong Religion
    -

    Description: The Degaidh settled Mumha shortly before this time in history, establishing villages and engaging in trade with the local Dergthini and Lugaidh. Mumha is a patchwork of these three tribes, owing much of their prosperity to an origin of travels, often exchanging goods between southwestern Eire and the people of Cymru across the bay to the east. This trade makes the kingdom proficient in shipbuilding and they make capable sailors along the eastern and western coasts of Eire. The mixed heritage also makes it a haven for people tired of the trifles between Christians and Pagans, as while being a largely Pagan nation, Mumha's naval connections often force them into true connections with people of vast differences. The naval connections naturally have also connected them to the Romans of old. Whether they are in a transitionary period towards Christianity or being a Pagan nation of tolerance, they are a multifaceted people. While mac Maithni rule the land, the court is largely divided in council across tribes, and emnities are usually cast away by intermarrying the different clans, meaning that most of Mumha's royalty is familially interconnected, and largely plutocratic above anything else. However, the diversity also means people of more scrupulous and xenophobic nature are rarely culled; while rich and with little trouble in their multiplicity, they may not present the same armies as a nation unified in tribe and faith.

    -

    Nothing is better than coins in the pocket. Maybe bread for the hungry, but coins buy bread.

    During council assembly, Muichertach mac Degaidh proposes expansion of clan trade along the coasts. After some debate, getting closer trade to centralized Laighn and the distant land of Cymru should provide the best opportunity for profit. Iarlaithe mac Maithni arranges the establishment through a formal vote in the council and approved by the king. Merchants in the near future establishing markets there are given an upfront investment by the government and a short term tax relief, in return they are expected to pay back debt in the near future.

    -

    - Establish trading post(s) in the province to the east.
     
  16. Aiken_Drumn

    Aiken_Drumn King

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    Thanks friends :)

    Let's get onto the next page
     
  17. Birdjaguar

    Birdjaguar Hanafubuki Super Moderator Supporter

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    Map link above is broken
     
  18. Aiken_Drumn

    Aiken_Drumn King

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    Ah drat. Will fix!
     
  19. Aiken_Drumn

    Aiken_Drumn King

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    upload_2021-11-23_10-17-33.png
     
  20. Aiken_Drumn

    Aiken_Drumn King

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    page
     

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