Altor Nes 2: A New Age

Vertinari118

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May 4, 2008
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An island near to Europe
The rules of Altor Nes 2: A New Age

Introduction

There was an abrupt flash of light, a huge boom and all sentient life vanished. The Gods and Goddesses looked upon the now empty world and set to work creating new beings to inhabit it. Their names are: Untor Falas (Servant of Untor God of good and light), Dan Aol (God of Fire), Dana Fiora (Goddess of Water), Dana Gaia (Goddess of Earth and Nature), Dan Lyft (God of Air), Dan Lagh (God of Law) and Khaos. They surveyed the land and chose the homes of their new races. Three thousand years have passed since that day and under the tuition of the gods empires are already beginning to rise but the Darkness stirs. It was banished for the third time and now it will have its revenge. Moriuntora and her servant came thundering back from the void. Khaos felt his mistress waken and the world trembled. The Darkness is coming! Will you lead your people to glory or will you fall?

Stats

Nation/Race/Player
Religion
Government
Gross income
Trade income
Domestic income
Corruption
Military
Army
Navy
Heroes

Nation/Race/Player
tells you the name of the nation, the race that nation is predominately and the name of the player playing them.
Population kind of obvious. Affects income to some degree and also how many troops you can call up.
Religion tells you the name of the religion, if it has one, and the gods and goddesses worshiped in that nation. Gods and Goddesses will grant various boni and cons to your nation and may affect the way the world views you. Also drastically changing your religion without a reason will create dissidents and maybe a rebellion.
Government tells you the type of government this nation is running. This will give you boni and cons as well and will affect relationships with other nations. Changing this can lead to rebellion and dissidence.
Gross income the total income of your country. You can affect this in many ways and not all of them will be obvious. Experimentation is the key to riches. This is then broken down into two broad categories though other factors will be taken into account when this is calculated.
Trade income the amount your nation makes through trade. This can be affected by numerous factors such as war, raiding, boom times. Use common sense combined with a bit of lateral thinking to get the most out of this.
Domestic income the amount your nation makes through taxes and farming. Once again several factors affect this but one of the best ways to earn more is to raise taxes but make sure you have the support (or fear) of the population before raising taxes as you are guaranteed to have a popularity hit.
Corruption this is not related to trade at all before you ask. It is a measure of how much influence Moriuntora and her servant Fala Moriuntora have in your nation. Even if you worship these goddesses this is a bad thing and will have massive negative impacts if you let it climb too high. Worst still if the global level of corruption rises above 70% the final battle will of the Third Age of Altor will occur and this time Untor may not win. Living in a world dreamed by Mori = death.
Military this shows your relative military strength compared to other nations. The higher this is the better quality (or quantity) your armies and navies are. This will affect relations with other nations and is a good indicator of your chances against another nation but heroes and magic do not affect this so you can expect miracles (sometimes literally).
Army a complete breakdown of your army. This lists every soldier your nation has, mobilised or not.
Navy same as army but for ships.
Heroes figures of power and note that have offered their services to your nation. These guys have lives and agendas of their own and may not always do what you want. These, broadly speaking, can be divided into three classes: warriors, spell casters and others. Feel free to explore these figures in stories, in fact such stories are welcome. I am considering letting other players control these if this is popular.

Rules for races

May or may not be included

The standard races are as follows: Humans, elves, dwarves, halflings (or hobbits), orcs, the fay folk, gnomes, dragons and vampires. Each race is different and has its own feel however it is possible to have a peaceful cultured orc nation and a barbaric, brutal fay nation.

Humans

In this Nes humans are just the same as in real life, that is adaptive, survivors who are pains in the butt most of the time. We have no physical advantages but we are the best race at magic and one of the two races that start off with an understanding of black powder. We vary hugely and can be played in just about any way.

Elves

They live forever, have a huge knowledge of the world, excellent physical prowess, third best race at magic. What’s not to like about the elves? Well the fact that orcs and dwarves hate them; they are rather few in number and they’re not going to have a population boom anytime soon; the fact that you will have to be caring for a lot of dangerous and mentally unstable elves as they grow old (living forever has its downsides you know). For those of you who think the elves will be unstoppable think again I will be harsh on the elves when it comes to metal illness and population growth on purpose to stop them becoming superpowers.

Dwarves

Dwarves are another fantasy staple. They are short, strong, enduring and stubborn beyond all belief. These guys are walking tanks but generally weak at magic, with the exception of earth magic. These guys also produce the finest armour and weapons (elves don’t count they tend to make stuff with magic and not forge it!) but they are recluses and so they suffer diplomatic penalties and trade penalties to represent this. Gnomes tend to live with dwarves and form a minority group in their nations. The gnomes are brilliant inventors who discovered black powder giving the dwarves access to black power. If you wish to play as a Gnome nation PM me and I will give you the info on them.

Orcs

Wild, barbaric these are not your typical green-skins indeed most of them are not green-skins as they are rare and constantly hunted down. They are the lurkers at the edge at the edge of society and can be any race. Orcs actually benefit from corruption and the chaos it brings as a break down in order will not affect them and will bring the civilised nations down to their level. Living on the edge is hard so orcs are tough, strong and actually surprisingly wise about the natural world and natural magic but they lack civilised ideas such as cities, walls, personal hygiene, caring for the weak, anything above the most crude weapons and armour etc. The orcs are one of the hardest factions to play as and probably one of the most fun.

Fey folk

The fey folk are a variety of spirits most mischief loving, most magical, most nature loving and all charming. These guys can be split into three main races: the nymphs, the pixies and the daylan. Pixies are the magic users and are very weak in most other areas though they are quite charming. They are around two foot in height and appear as normal humans. Nymphs are the natural leaders of the fey being diplomatic, kind, natural commanders due to telepathy and incorruptible. They are very skilled at magic as well but the men of this race are no stronger than the average human woman so they are not very strong on the whole. The daylan are strong, not very good at magic and bad at diplomacy. They are the warriors of the fey without exception. They appear as three foot tall woodland animals almost without exception some daylan do not appear as woodland animals. Fey nations work differently to other nations as you cannot play them as a tribe or nation but rather as a sort of law force protecting the wild places of the world.

Halflings

Halflings are new on the scene this age and thus at a disadvantage. Halflings stand at around four foot tall and look like feral, small humans. They are more civilised than orcs and have laws though they tend to disregard the laws of others. They live in nomadic communities normally but recently the first towns and cities of the little folk have been founded. They are not physically brilliant and they lack a knowledge of magic so they are best played as opportunists using their spies and diplomats to manipulate other nations.

Vampires

Vampires in my world are not undead baddies instead they are a different line of creation, an experiment, that relies on absorbing the life force of others as they cannot produce their own. Vampires need to feed once a month on at least a litre of sentient blood or else they will starve to death however they can feed at smaller intervals in quantities far less unpleasant for the donor. Vampires naturally group together to survive the persecution that dogs their heels. Vampires are supernaturally strong, fast, hard to kill and immortal as long as they feed regularly. They can miss one feed and sacrifice these abilities to stay alive if they wish. They can regain them once they feed enough. Animals can sustain vampires for a while but not their abilities. It should be noted that vampire donors are normally well looked after and live for hundreds of years before dieing of old age. Vampires lack the ability to perform any magic though and this has its own boni and weaknesses. It should be noted that vampires are unaffected by religious symbols and daylight is not fatal to them in this world. However most vampires avoid daylight due to the pale complexion all vampires have. Sunburn is not a nice thing. Vampires also have a higher chance of developing a hyper-sensitivity to light than any other species.

@ Lord_joakim Yes you may use your zigglers from the original but not until the eastern lands are found that’s why they are not up here.

Creating your own race

Is simple. All you have to do is post a description like the ones I have up here and PM in a proper break down of the pros and cons of the race. Players will never now the pros and cons of a race except their own made up one and I may change them without telling you. This is a vain attempt to encourage IC behaviour.

Religion and Corruption

Religion plays a large part in this Nes namely because the gods are real and at the start of the Nes the accelerator that lifted the players from stone age to iron age in 1000 years (even the gods have their limits) also they give you divine magic that is very powerful and various boni if you worship them. You will want to, at least indirectly, worship a god or two. I would prefer it if only the elven and closely affiliated nations worshiped the gods directly using their true names. The Severn ‘good’ gods offer all offer these benefits: worshipping them increases happiness and reduces dissent in your nation; reduces corruption in your nation, will tend to improve diplomatic relations with NPCs and, if people are acting IC, PCs. Each one of the gods will offer his or her own booms but as the gods are real characters, NCPs of course, these will vary. Devoutness will also affect how the gods view. Khaos is a fickle god and one day you maybe enjoying watching your enemy's cities dissolve into riots and disorder and the next your own nation will become a chaotic mess. Be careful if you worshipping him or attract his attention in other ways. The two goddesses of Darkness are bad. DO NOT worship them unless you are ready to face near 100% corruption. This would cause regular famines, epidemics, natural disasters etc. Corruption is not a good thing. Even the most evil players will wish to avoid it, well nearly all. Corruption will turn nature itself upside-down in a nation, cause the most horrific beasts to roam the lands, maybe even, if you get corruption to 100% in your nation for several turns and are still alive, earn you a visit from Moriuntora or Fala Moriuntora.

Economic affairs

Are fairly simple in this Nes: there are no complex equations, no silly levelling systems just common sense and maybe some dice. In order to increase your income you can do several things: raise taxes, sign new trade routes, try out new products for trade, develop your domestic economy e.g. improve farming techniques. Experiment if you go wrong then there is a challenge to get out of and if you go right well good for you. I cannot write much here as I don't want to create an accurate simulation of an early Renaissance, late Medieval period I want to create a world of myths and epics. So be creative with your orders and see what happens and don't always rely on common sense. I will try to help you here if you seem to be barking up the wrong tree a lot. Oh and by all means to play as a trader state if you want just don't expect an amazing simulation. Final thing unlike in my last Nes gold is not standard instead PP (platinum pieces) is.

Military matters


Are what this section is about. Your military is a powerful tool for diplomacy and yes war. Now you will want to know what units or divisions you can recruit. The answer in this Nes is simple you can recruit into your army just about anything. Captured some ogres? Brilliant release and forget weapons just avoid charging for a couple of hours. Want some Samurai? Go invest in some katanas and a lot of training and you can have them. I will now give you a short units list of basic units but let your mind run wild.

Units

Spearmen: can have long or short spears or pikes. 1PP for 250 men.
Axemen: can be armed with one-handed or two-handed axes. 1PP for 250
Swordsmen: can be armed with any sword. 1PP for 200
Bowmen: can be armed with any bow. 1PP for 250
Horsemen: can be armed with swords, spears, axes, maces, flails lances and bows. 1PP for 150

Just a few unimaginative ideas. If you have a constant source of good quality wood then ship costs maybe reduced for your nation. I will inform you of this in PM.

Your navy is a bit more structured and has certain types of ships that can be constructed. These are at the moment.
Flagships: big, powerful, expensive 1 per fleet. 100PP for 1
Galleys: small, fast but hard hitting ships. Used as escorts for larger ships or as attack ships. 1PP for 1
Longboats: larger than galleys but still fast. They are well armed and a staple ship in most fleets. 10PP for 1
Warships: the largest ships in a fleet at the moment except for flagships. These guys pack a huge punch and two or three could easily destroy a small rival fleet. 50PP for 1.

Your military rating is out of 100 and is for me to know how to work out and you not to. It is influenced by the size and quality of your army and your population.

Heroes

Not really that complicated in this Nes. They are gifted individuals who emerge from your population and are normally skilled in a form of combat or magic however great bards, sages etc. can emerge and appear as heroes. They benefit your nation just by being there by slaying monsters or whatever that particular hero does but you will want to control them. You can do this be giving them quests (writing stories about them) to go do your bidding or by asking them to help you in some way for the good of their nation and cold, hard cash whether it be research or joining your army most heroes will obey your orders if you respect them and remember to pay them. Watch your heroes though they may turn traitor on you and serve another nation if they are offered enough or are not happy with the way they are being treated.

Magic


I could write an essay on magic but I don't want to so here is a short summary. Magic is bending the laws of nature using energy left over from creation (arcane) or using the power of a god directly. A mage's life-force is 'burned' to use magic but divine magic requires far less input, in terms of energy, from the caster. Rituals are used for large spells as they reduce the amount of energy required from a spell caster to cast a spell. Magic is a powerful force but it has rules which no-one actually knows the limits of. It is known however that magic allows for huge individuality and creativity.

Mod notes: Races may not be made available to players. Please discuss in the dev thread. They will instead be NPC. The Rules of Magic are my way of stopping it getting too out of hand. All of this is subject to change at any time and requires player input please. A simpler way of putting corruption: Corruption is basically a way of stopping powerful players from being gamebreaking. Raising corruption is easy; all you have to do is cause war, human suffering etc. and the effects include well anything from pandemics to massive famines to complete break down in order in a nation. Once the global level gets above 70%. Boom! A Godswar breaks out and the world becomes hell (not literally that happens if anything survives the Godswar). As for what level it takes effect well it is always there causing a crime here and there, making sure wars drag on as long as possible. It first serious effects will be felt around the 20% mark.


DO NOT POST!
 
Segvaar/Dwarves/DarthNader
Population: 9,800
Religion: Indirect worship of Dana Gaia and Dana Fiora in the form of the Moradinian Circle (Polytheistic)
Government: Absolute Monarchy with King Valazgar reigning
Gross income: 5PP (2PP banked)
Trade income: 2 PP
Domestic income: 1PP
Corruption: 10%
Army: 60 Colonial Militia, 230 Axemen
Navy: 10 Longboats, 2 Galleys
Heroes: None
Backstory: The Segvaarian dwarves are a hearty folk from the cold, northern reaches. They have established themselves as excellent sailors, since their home consists mostly of islands.

Men of the Wilderness/Humans/Charles Li
Population: 10,000
Religion: Indirect of Gaia and Fiora
Government: ?
Gross income: 5 PP
Trade income: 2 PP
Domestic income: 3 PP
Corruption:8%
Army: 100 Herdsmen, 200 Torgrats
Navy: N/A
Heroes: None
Backstory: The Men of the wilderness slowly grew in population. Adopting horses and trappings of civilization they are met by a legendary group of sorcerers who sent them on the path of unification. Now on that land they are aggressive and still hold the sign of brutal past but are important as they slowly fought orcs out of their lands.
 
NPC stats

Alvalon/Human/NPC
Indirect worship of Untor Falas and Dan Lugh as Lord Telgon
Population: 29,250
Government: Absolute monarchy with King Hal ruling
Gross Income: 10PP
Trade Income: 5PP
Domestic Income: 5PP
Corruption: 10%
Army: 50 Knights of Telgon, 10 Men-at-arms and 10 Crossbowmen.
Navy: 10 Sloops
Heroes: The Divine Inquisitor

Larthorn/Elven/NPC
Direct worship of the Severn.
Population: 9,850
Government: Absolute monarchy with King Saor ruling.
Goss income: 13 PP
Trade income: 5 PP
Domestic income: 8 PP
Corruption: 2%
Army: 75 Warders, 25 Battle Mages
Navy: N/A
Heroes: The Iubhar

The Grey Lands/Elven/NPC
Direct worship of the Severn
Population: 20,000
Government: Absolute monarchy with an unknown ruler
Gross income: ?
Trade income: ?
Domestic income: ?
Corruption: 0%
Army: 200 Mistlanders
Navy: N/A
Heroes: none

Danleon or Lords of Courage/Human/NPC
Indirect worship of Dan Lugh as The Guardian
Population: 5,100
Government: A war council
Gross income: 7 PP
Trade income: 2PP
Domestic income: 5 PP
Corruption: 14%
Army: 500 Pass Guards, 125 Pathfinders
Navy: N/A
Heroes: Archmagus Dalius, Magus Enzor, Magus Kaiya, Magus Geth, Magus Talon

Uint/Fey Folk/lord_joakim
Religion: Dan Lyft worshippers, they preach for their winds to be calm, but strong.
Government: Caste System, lead by the nymphs while the pixies are lower and the daylan as the hardworking lowest class. The queen is named Daiyna.
Population: 10,000
Gross income: 5PP
Trade income: 0PP
Domestic income: 5PP
Corruption: 5%
Army: 100 bog standard troops
Navy: N/A
Heroes: None
Background: The Feys of Uint are somewhat peaceful creatures - they seek the wisdom of the spell and the secret of the wind. Compared to other fey nations, the uints have an integrated caste system where the workers are the stronger daylan while the magical aristocracy runs the lot. Spells are seen every day in their world of tree cabins, and they have developed a thriving society.
 
Orders Deadline


Friday 9th January 2009. Saturday 10th January 2009 is the absolute latest.
Any orders send after midday Saturday will be ignored unless you are lucky and I have done no work on the update. If I have altered so much as a single stat your orders will be invalid

News

Update Zero is up. I will put up a link at a later date. We have a new offical cartographer DarthNader who has very kindly provided both a climate and political map. He has been awarded with an extra starting PP for his hard work.


Maps

Climate map
Spoiler :


Key
Light green=jungle
Dark green=forested or woodland areas
Light brown=plains. Also includes shrubland and savanna.
Dark brown=mountains and hills.
Yellow=desert
Dark blue=rivers
Light blue=sea
Sky blue=tundra

Political map

Spoiler :

Key
Brown=Segvaarians
Light blue=Uint
Maroon=Men of the Wilderness
Red=Danleon
Gold=Alvalon
Green=Larthorn

Post away.

Happy New Year.
 
Yes that is allowed. I will work out stats for you in the morning. Night all!
 
Joining. I'll PM a made-up race later.
 
I will be joining here, even though I didn't do much development. :) It turned out quite well. Zigglers it is.
 
A template sir. Sorry I have been distracted lately. I will do NPCs tomorrow and a map (thank Abbadon for telling me how I screwed up the first one). Your starting locations will have to wait and if you want to take an NPC or break off from one do so but be ready to change if needed. Actually I may not have time tomorrow as I have a whole family gathering. I will focus back on this now it looks like it won't die and have the NPCs and a map done very soon. Good backstories will be rewarded with reduced corruption, higher starting income and other things besides. LJ you may want to set up a tempory faction until the eastern lands are found as I don't want to spread players across vast seas just yet. Sorry.

Nation/Race/Player
Population:
Religion:
Government:
Gross income:
Trade income:
Domestic income:
Corruption:5%
Military:
Army:
Navy:
Heroes:
Backstory:
 
Damnit. :p Then I'll play Feys then. Nation description coming up later.
 
I will add other kingdoms as you find them but the major ones are up. Now I will try to make a new map but for now this will have to do.
Spoiler :

 
I know but Abby said he will start working on a better one so please just post templates and let's get started in some way before I decide this is dead and close it.
 
I guess I'll play this.

Segvaar/Dwarves/DarthNader
Population:
Religion: Indirect worship of Dana Gaia and Dana Fiora in the form of the Moradinian Circle (Polytheistic)
Government: Absolute Monarchy with King Valazgar reigning
Gross income:
Trade income:
Domestic income:
Corruption:5%
Military:
Army:
Navy:
Heroes:
Backstory: The Segvaarian dwarves are a hearty folk from the cold, northern reaches. They have established themselves as excellent sailors, since their home consists mostly of islands.
 
Nation/Race/Player: Uint/Fey Folk/lord_joakim
Religion: Dan Lyft worshippers, they preach for their winds to be calm, but strong.
Government: Caste System, lead by the nymphs while the pixies are lower and the daylan as the hardworking lowest class. The queen is named Daiyna.
Gross income
Trade income
Domestic income
Corruption
Military
Army
Navy
Heroes
Background: The Feys of Uint are somewhat peaceful creatures - they seek the wisdom of the spell and the secret of the wind. Compared to other fey nations, the uints have an integrated caste system where the workers are the stronger daylan while the magical aristocracy runs the lot. Spells are seen every day in their world of tree cabins, and they have developed a thriving society.
 
DarthNader I have changed the map just to make it clear there are no islands in the northern wastelands just a slight oversight on my part. Sorry but you can still have maritime dwarves. There are hundreds of islands dotted around Altor and I will add them if needs be. Thomas you now have your stats. I will do LJ's and Darth's now.
 
That's fine. We will establish some land kingdom at some point.;)

Also, for the navy, unless you have your own units, we will have longships (think Vikings).
 
Longships, fine. I think I will use that name instead of sloops. Oh and you may want to name your bog standard troops. Update zero will come today or tomorrow.
 
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