DominionNES2

LDiCesare

Deity
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Dec 22, 2005
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Dominion NES 2

Finished



Concept
This is a NES about divine beings ruling over mortal nations through magic, strength, diplomacy and faith.



Background
The Orderly World emerged from the void thanks to the great power of the Pantocrator.
The Pantocrator was a being of such power that her equal will never be seen again. She turned a mass of whirling Chaos into a land with seas and mountains, plains and hills, wastelands and forests. She disciplined the life coming from Chaos, turning everchanging beings into plants and animals: trees, herbs, sheep, cows, and also sentient beings. The Pantocrator created mankind and lizardmen, centaurs and angels, among other marvels.
But while the Orderly World (often simply called the World) thrived, while nations grew and people lived lives either peaceful or warlike, Chaos kept threatening to engulf it all.
Therefore, because all power comes with a cost, the Pantocrator decided to commit the ultimate sacrifice. She gave her own existence to push back Chaos once more, and to stabilize the World. Now Chaos itself is unable to enter the World or corrupt it anymore. As heroes push back its borders, Chaos can't come back and destroy what the Pantocrator and her children have created.
But the World inhabitants mourn their creator. They seek a new divine guidance. They turn towards the angels who served Her, towards powerful beings who emerged from the Chaos and settled into the World, and pray.

The World is a place that has never been united except in faith, and now that faith is gone. Several kingdoms exist there, and many races, among which the most powerful is mankind. Also, there is Chaos.
There is no full map of the known world. Players will have to explore to find out where they are with regards to each other.
And then there is Chaos.
On the borders of the world, Chaos still reigns. These are places that are not part of the stable World, but changing landscapes inhabited by creatures of power: dragons, chimeras, demons. Although Chaos can no longer turn the World into an everchanging landscape, its denizens crave for the stability and richness of the Pantocrator's creation. And they can still cross the border.
Which is why a new god is needed.
The people of the World need new protectors to ward off the creatures of Chaos and to guide them and reassure them.

NES mechanics
Players incarnate such beings of great power. They can be dragons issued from the Chaos or angels who served the Pantocrator. They can be wizards or landlords. They rule over a country in the World, or maybe a country in the Chaos at the border of the World. Their followers are ready to worship them as deities and spread their faith through the world. They should strive to unite lands under their rule and grow the faith in their own power.

Turns/updates will last one year.

Nations can be designed as you wish, although human nations will be advantaged over non humans. Nations with a background I can relate to (particularly with regards to units) will be slightly advantaged. This includes nations from the Dominions game lore.
There are only two nations that I am sure will exist, and they will be either player-controlled or NPC: Ermor and C'tis. You can see them on the starting map.
C'tis is a nation of lizardmen. They are a monarchy with a noble class but ruled by priests and priest-kings, and their worship of the ancestors crosses the borders of necromancy.
Ermor is a human nation. It is a Republic much like old Rome. Their capital city is Eldergate, rumoured to be the largest city in the world, where many priests of the Pantocrator lived. These priests are now distraught at the death of their beloved deity.

Update 11 posted.
Orders deadline for Update 12: Wednesday August 8 23h00min00s GMT GMT
Not enough orders received on time so NES halted.

I'd like to start with 1 update per week, with deadline for orders around mid-week or friday so I can work on them during the week-end and get the update out by sunday or monday.
 
C'tis/NPC/Skenaton
Color: Pale Green
Total population: 330000
Gold: 8 + (161-80)
Faith: Average
Chaomancy: Average
Military: 0.9/0.9
Armies: LI (javelineer lizardmen) HI (scale mail, shield, spear lizardmen, falchioneers) C (lizard lord chariots) HC (nightmare riding amazons)
Dominion: Spread disease to non cold blooded beings
Heroes: Ssussaapi (C'tis), Skenaton (Tlanetzutl), Hyppolite (Tlanetzutl)
Projects: Temple Complexes

Ermor/Seon/Samael
Color: Dark purple
Total population: 405000
Gold: 5 + (195-105)
Faith: Average
Chaomancy: Inept
Military: 1.15/1.2
Armies: LI (velites), HI(hastati, principes, triarii), LC (auxiliary cavalry)
Dominion: Brings cold, death, turmoil, luck
Heroes: Samael (besieging Gymnaios), Pontifex (Byzantia), Seshmek (Eldergate), Mohad the Monkey (Eldergate)
Projects: Temple crypts.

Alifat/NPC/Ammon
Color: Yellow
Total population: 50000
Gold: 5 + (23-28)
Faith: Average
Chaomancy: Skilled
Military: 1/1
Armies: LI (archers), HI (armor, sword, shield), LC (horse javelineers), HC (heavy cavalry with light lances)
Dominion: Darkness
Heroes: Ammon (near Ayroot) Shadowy creature (?) King (Ayroot)
Projects: Temple to the God of Love

Ulm/NPC/Anvil
Color: Blue
Total population: 160000
Gold: 22 + (88-60)
Faith: Average
Chaomancy: Skilled
Military: 1.1/1
Armies: LI (axe throwers, archers), HI (scale mail, all kinds of swords, axe, maul, maidens with shields)
Dominion: cold
Heroes: Anvil (Ulm), The Hammerer (Alhemia), Adelfon (Moralfar), Ukfhod (Alhemia)
Projects: Trade caravans

Bhumi/Immaculate/Pavitra Bacce
Color: Dark green
Total population: 635000
Gold: 7 + (308-70)
Faith: Average
Chaomancy: Skilled
Military: 0.9/0.9
Armies: LI (archers, poison archers), HI (levy spearmen, light armor spear, naga swordsmen), HC (lizard riders)
Dominion: warm, wet, snaky, growing plants
Heroes: Madhavali (Tooth), Lofar (Naoot), Visvasa the One-Eyed Bhuta (Nooth), Avaza (Bhaga panja)
Projects: Grand Stele of Fornalis, Grand Stele of Bhaga panja, Librarium Arcanum

Boeuf/NPC/Taurus
Color: Brown
Total population: 190000
Gold: 17 + (93 - 18)
Faith: Average
Chaomancy: Weak
Military: 1/1
Armies: LI (human slingers), HI (minotaurs, human levies), C (minotaur knights backed by elite human warriors)
Dominion: Fertility
Heroes: First-son (Toro)
Projects: Horned Temple

Falaxan/NPC/Ezio
Color: Dark red
Total population: 310000
Gold: 11 + (173 - 80)
Faith: Average
Chaomancy: Weak
Military: 1/1
Armies: LI (archers), HI (leather armored swordsmen), LC (horse archers, mounted skirmishers)
Dominion: n/a
Heroes: Ezio (northeast of Falaxan), Hector Alacron II (Milsford)
Projects: Monuments to Hector I, Milsford Shrine to Ezio

Firland/Gem Hound/The Phoenix
Color: Red
Total population: 385000
Gold: 11 + (194 - 144)
Faith: Average
Chaomancy: Weak
Military: 1/1
Armies: LI (human levies + fire elves in studded leather & iron weapons), HI (dwarves, fire elves in chain/leather & sword), C (4 large fire elementals + 5 elves), E (3 fire giants)
Dominion: n/a
Heroes: The Phoenix (Harnost), High priestess Burner (Darayush)
Projects: n/a

Heldenthal/NPC/Walaruna
Color: Light blue
Total population: 337000
Gold: 18 + (180 - 102)
Faith: Average
Chaomancy: Weak
Military: 1/1
Armies: LI (longbow), HI (spear+shield), HC (knights),
Dominion: Blissful peace / sheepish obediance
Heroes: Walaruna(Boserein), Alrich(Deerholm)
Projects: Schools of healing

Erynini/merciary/Eternal Pyre
Color: Orange
Total population: 277000
Gold: 24 + (154 - 102)
Faith: Average
Chaomancy: Weak
Military: 1/1
Armies: LI (levy archers and slings), HI (armor, spear, shield, templars with heavy armor), HC (paladin knights)
Dominion: Warmth
Heroes: Eternal Pyre (Pyre), Burned Man (Drakalor)
Projects: The Hearth (in Pyre), temple in Drakalor

Mallitain/Kyzarc Fotjage/Cassiopeia
Color: Orange
Total population: 415000
Gold: 0 + (263 - 84)
Faith: Average
Chaomancy: Average
Military: 1.2/1
Armies: LI (composite shortbow + ringmail), HI (chain hauberk + kite shield + spear, ring/leather hauberk & claymores), LC (composite shortbow + axe cavalry)
Dominion: Luck, turmoil
Heroes: Cassiopeia (Vanas), Jack Churchill the Giantslayer (north of Marverni), Muirne the enchantress (Vanas)
Projects: Bardic Colleges, Trees of Life, Watch-towers

Taernsvwyn/Darksaber1/The Lady
Color: Gold
Total population: 200000
Gold: 149 + (170 - 110)
Faith: Average
Chaomancy: Weak
Military: 1/1
Armies: LI (archers), HI (armored men at arms with polearms), LC (mounted javelineers), HC (glamour heavy cavalry)
Dominion: growth, cold
Heroes: The Lady (Taernheim), The Red (Winterheim)
Projects: Orchid Palace, City walls.

Marverni/NPC/none
Color: Green
Total population: 200000
Gold: 2 + (110 - 86)
Faith: n/a
Chaomancy: n/a
Military: 1/1
Armies: LI (slingers), HI (barechested warriors), HC (eponi knights)
Dominion: n/a
Heroes: Sacred Boar (forest north of Carnute), Vercingetorix (Condate)
Projects: n/a

Arcoscephale/NPC/none
Color: Dark blue
Total population: 190000
Gold: 0 + (97 - 58)
Faith: n/a
Chaomancy: n/a
Military: 1/1
Armies: LI (peltasts), HI (phalanx, hoplites), LC (mounted javelineers), C (chariot, chariot archers), E (elephants)
Dominion: n/a
Heroes: Pergos (Gymnaios), Skiotes (Cephalos)
Projects: Watch towers

Darkswamp/spaceman98/Bog Serpent
Color: Grey
Total population: 123000
Gold: 0 + (62 - 34)
Faith: Weak
Chaomancy: Skilled
Military: 1/0.9
Armies: LI (poison daggers and bows), LC (lizard riders), HI (wooden armor, poison swords), C (armored toads with rider)
Dominion: Spread swamp
Heroes: Bog Serpent (Lasanak), Murok (Lasanak), Sakarlisk (Lasanak)
Projects: Murok's temple, Mud Pools link between Lasanak and Pythia

Dvalan/NPC/none
Color: Pale Grey
Total population: 260000
Gold: 26 + (152 - 102)
Faith: n/a
Chaomancy: n/a
Military: 1/1
Armies: LI (crossbows), HI (armored dwarves with axes, hammers, pole arms), LC (boar riders)
Dominion: n/a
Heroes: Oten (Veau), Miren (Noren-dzu), Dzharmin the royal gardener (Noren-dzu)
Projects: n/a
 
Stories (up to post 360 included so far)

Northen Wolf:

Immaculate:

thomas.beruberg:

erez87:

nutranurse:

electric926:

Gem Hound:

Seon:

vruchten:

merciary:

Terrance888:

lord_joakim

Darksaber1

Spaceman98

Kyzarc Fotjage
 
Starting map:

Black is fog of war - unknown lands.
The reddish layer is the influence of Chaos. Means what's below may change unexpectedly.

I'll spoiler and add maps as updates go.

Update 0:
Spoiler :

Update 1:
Spoiler :

Update 2:
Spoiler :

Update 3:
Spoiler :

Update 4:
Spoiler :

Update 5:
Spoiler :

Update 6:
Spoiler :

Update 7:
Spoiler :

Update 8:
Spoiler :

Update 9:
Spoiler :

Update 10:
Spoiler :

Update 11:
Spoiler :
 
Here's the ruleset:

Pretenders
Your Pretender is the divine being that leads your nation.

Pretender design is a very important step in the participation to the NES.

Pretender design is made by sending me a proposal from which we can work details.

The main elements of the proposal are the following:
-What is the physical aspect of the pretender (is he an 10 foot tall angel, a crone, a dragon...)?
-Does he start in Chaos (weaker faith, better chaomancy, weaker economy) or in the World?
-Does he have particular magic powers, and how did he acquire them?
for instance, a dragon would breath fire because he comes from Chaos, an angel might have a magic flaming sword given by the Pantocrator, a faun may have an aura that impresses all animals...
-Who is his prophet and what powers does he wield?
-Does he have strengths, weaknesses or limitations?
-What kind of kingdom does he rule?
this part is most important. Chaos pretenders will control at most a keep, a small town, with an income around of 40 gold. World pretenders will control larger realms with an income around 100 gold.
-What are the inhabitants of the kingdom?
are they human, lizardmen, a mix of several races? Are they a republic, a monarchy, do they have secular leaders or are they a theocracy directly under the power of the Pretender?
-What kind of armies does the pretender command?
what kind of soldiers are there in the realm? Longbowmen? Slingers? Legionaires or axe-wielding barbarians? Do they use horse, chariots or other mounts? Is this a standing army, mercenaries, conscripts? How are they paid? How are officerss chosen, what is the chain of command?
-What is the pretender's religion?
you must spread your faith. Who does that, and how? Are there churches, temples, sacred places, pilgrimages, taboos? Priests or druids, inquisitors? What values do you preach?
-Does the Pretender dominion spread some kind of effect?
faith in your pretender can change the land, for instance increasing fertility or warmth, or bringing bad luck and turmoil...
-Most importantly, where are you, what is the layout of the land?
for pretenders starting in Chaos, you are on the border of the World. For those starting in the World, are you near Chaos or deep inside the World?
is the land around you a vast forest, is your realm plains, desert, are there cities or only small towns, what about mountains, lakes, seas?
N.B. Map may be tweaked to accomodate starting locations if you wish, particularly near the borders or chaos lands.

Based on this initial proposal, we will work out a pretender design.
The more concessions, the greater the power. It's possible to start with more followers (thus more Faith and money), better chaomancy, more initial gold, more physical might, better armies... in exchange for a hostile dominion, a more limited choice of troops...
Regarding Chaos, remember that starting in Chaos allows you to have more magic powers, but these don't work at all in the world and Chaos is fickle, random and dangerous, and you must maintain the stability of your capital. Starting near Chaos means you can tap into its power while starting in the stable World, but you're also near the creatures that can spawn our of chaos. Starting inside the World means you have less access to magic, but are safer from attacks of otherworldly being due to distance.

Nation choice is free. I will favor vastly people with human followers over non humans. This will not be balanced. Humans are the dominant race in the World. Elf-lovers can play elves, but remember only mortals provide faith, so a pretender with immortal elf followers would earn zero faith. I will also slightly favour nations with a background I can relate to, particularly in terms of units. This includes nations from the Dominions game lore.
Be warned that the nations of Ermor and C'tis are present in this world, whether player-controlled or not, just because I like them.

Magic
Pretender gods can use physical might to impose their power. They can also use magical powers to achieve feats and miracles.
Magic comes in three kinds that are known to the sages and loremasters. Sages know about magic, but they know little, if truth be said. In reality, only successful mages know how magic works, but they keep their secrets to themselves, jealous of their powers. Therefore, the three sources of magic are known, but how to master and use them remains unclear. The three magics are known as Theurgy, Chaomancy and Sacrifice.

Theurgy is the magic of faith. The faith of mortals for their gods empowers these beings. Anyone worshipped by enough followers can harness this faith to exert power. The worshipped one can become immortal, or be called back from the dead. One can become physically mighty and one's shape can change to become in accordance with the faithfuls' beliefs. One can perform Miracles. All this requires is followers and faith. However, it is a magic that may be hard to master and constraining to keep, for the prayers can force a pretender god to cause a miracle and spend this mystical energy according to his believers' will. In fact, ignoring prayers is running the risk to lose worshippers. Theurgy is also limited in range, and performs well only in the presence of worshippers.

Chaomancy is the magic of Chaos. It can no longer directly operate inside the World. Foolhardy wizards can, however, venture into the lands of Chaos and try to control its power, weaving spells to transform themselves, their servants or their tools. A powerful Chaomancer may even turn Chaos lands into lands similar to the World, and carve himself kingdoms out of the void that surrounds the world. Chaos is a source of power, but it is fickle and unreliable. A kingdom carved out of Chaos can crumble in days if the wizard who maintains it fails to control the power at a crucial moment. But Chaos also allows the carving of items of awesome power, and is the birthplace of dragons and other mighty beings which can be controlled by resourceful mages.

Finally the magic of Sacrifice is the most powerful. It is the one that the Pantocrator used to protect the World from the destructive effects of Chaos. The magic of Sacrifice is such that its effects cannot be undone by either Chaomancy or Theurgy. It is not as constraining as Theurgy, as it is unlimited in power. It is not constrained by the presence and unpredictability of Chaos. Its only limit is what the wizard is ready to sacrifice. To reap real power, a mage has to sacrifice something of value, and the greatest the value, the greatest the power he can reap. There are few people, however, who are ready to sacrifice what it takes to achieve powerful magic.



Technically, Faith is recorded and known. It is directly linked to the number of worshippers and the ardor of their faith. Each Pretender god has a Faith stat which is expressed along this scale:
* (0) Extinct (your pretender god loses the faith of his followers, and loses all powers and most likely life)
* (1) Puny (can't do much beyond maintaining your own life)
* (2) Weak (the pretender god can either boost its physical shape or perform minor miracles in its vicinity, affecting single individuals)
* (3) Average (the pretender god can gain tremendous physical strength or perform miracles affecting small areas (small towns) or groups of individuals)
* (4) Strong (the pretender god can attain extraordinary physical might, being almost impossible to defeat by conventional armies except in huge numbers, or perform miracles affecting vast areas to the scale of entire cities)
* (5) Wondrous (the pretender god can attain almost unbeatable physical might or perform miracles affecting small regions)
* (6) Divine (the pretender god can attain almost unbeatable physical might or perform miracles affecting whole nations)

Players start with Weak faith, or Puny if they start in Chaos instead of the World. Starting with Strong faith, it is possible to stabilize Chaos lands and integrate them in the World.

Chaos magic can take whatever shape the wizard can think of. It is all-powerful but fleeting. Any effect can be attained, but it's impossible to control exactly what or how it will be attained. Chaos magic can best be used to summon creatures, craft items, and keep lands outside Chaos in the shape one wants them to keep. A wizard in the lands of chaos must decide how to spend his energy, expressed in percentage of his whole power. Using 100% of his power prevents him from doing anything else. If a wizard uses less than 80% of his power, he can move around freely. Keeping a castle or small town from changing and turning into something else requires 20% of an average wizard's power for a turn, in order to be guaranteed to succeed. Changing the same amount of land into something else requires 60% of a wizard power to be sure to reach the effect wanted, provided one only desires mundane results. Spending more gives more control or secures the effect will last longer. Spending less may succeed, fail, or do absolutely nothing, depending on sheer luck. Note that maintaining chaotic lands through chaomancy requires being in a chaotic land, even a far one, for chaos magic does not work in the World. However, Faith or sacrifice can be used to achieve the same end, but how much power exactly is needed is not known.
Skilled chaomancers can get better results than unskilled chaomancers.
The scale of chaomancy is a 5 figure scale:
1 (inept), 2 (weak), 3 (average), 4 (skilled), 5 (master).
Players start with weak chaomancy, near average if they start in Chaos lands.
Chaomancy level can increase through practise and through alchemical reseach in chaos lands, but the latter is very expensive (prices undisclosed). Note that a chaomancy of 3 has about the same power as theurgy of 3.

Sacrifice isn't rated. It all depends on what the wizard wants to sacrifice, and details won't be revealed, but one can't get directly more with a sacrifice than what one sacrifices.

Now that the various ways of causing magic to happen and the power levels have been described, let's check the effects:
First, your pretender is the one who can do most of the magic. He is limited to one magic action (spell or item-forging) per turn, plus one physical action (movement, battle, impressing people with his presence...). You can discard the physical action for a magic action, however. Keeping chaos from changing yoru chaos lands doesn't count as an action.
For your pretender, you're free to do whatever you like in terms of enchantments and global spells. Want to cast a fireball upon an enemy city? If you have enough power, you can do it. However, be careful. I'll warn you if you overstretch your limits. Using all your faith will not only weaken you, it will also weaken your realm. People will die as their life energy is drained into your spells...
Heroes can forge magic items or perform ritual spells. Heroes can use their own chaomancy or sacrifice, or can use their pretender's chaomancy or faith. They can, for instance, forge items in the Chaos while the pretender is somewhere else. They can also cast summoning spells. Always beware the reliability of chaomancy, however, and remember that sacrifices don't work without a cost. Remember that using too much of your Faith may cause the death of some of your worshippers.
Magic items exist, but a single item requires a magic action to forge, so you will have a hard time equipping whole units with magic swords, you'll have to rely mostly on individual champions. On the other hand, magic items are usually very powerful.
Finally, battle magic requires spells to be learnt and trained, in order to be able to summon magic powers quickly in stressful situations. This means that battle spells are limited in amount, and each wizard will only master a few. The power of the same spell will increase in power with the magic power of the caster. A wizard will start will three spells. More spells can bee researched at the cost of either 1 year of work between wizards who exchange their spells (2 wizards use one action during one year and teach each other one spell), or 1 year of work and 16 gold for 1 wizard to research a new spell.

More detailed spell effects:
Magic level / %of power needed to prevent a town from changing in Chaos / example spell
1 50% magically light a candle
2 30% charm a nearby individual
3 20% enhance the productivity of a small town
4 15% raise magical city walls
5 10% enchant a whole region
6 5% enchant nation

Heroes
Heroes are an important part of the NES.
They are the leaders of armies and the wizards of the land.
No army can move without a hero to lead them.
Some heroes can also cast major spells or craft magic items, and also use their powers on the battlefield.
Heroes have various traits, like giving troops under their command better morale, being powerful fighters, having magic skills...
Each player will start with two heroes. One is the Pretender god himself. The other hero is the Pretender's prophet, usually a human of great skill.
More heroes can be obtained as the NES progresses. Some can be summoned by magic, some can be mercenaries for hire. Some may join prosperous nations or Pretender gods with many followers. Some may join lords in peril as brave adventurers. Getting a hero to join your nation will be an achievement and help you strongly on the path to gaining more worshippers.
It is possible to gain heroes through stories, but that will be a lengthy process, over several updates, it will not happen with just one story. A story depicting how an anonymous soldier in update 1 becomes an officer in update 2 and a general in update 3 may get you a hero at update 4 (but if everyone writes the same story then it may not - I'll trust you to be imaginative).

Heroes are limited to one magic action (spell or item-forging) per turn, plus one physical action (movement, battle, impressing people with his presence...). You can discard the physical action for a magic action, however. Keeping chaos from changing your chaos lands doesn't count as an action.

Economy
Lands provide money. The amount of money varies. Cities, towns, bring money based on the population. Countryside brings little or no money but allows towns to exist by providing food.
Units cost money to buy and upkeep.
Units can be bought on one turn and defend immediately but can only be deployed on the next turn. They can be disbanded, but what they do in that case may depend on military doctrine (go back home or become mercenaries...)
Militia will be raised immediately to defend towns and cities. The quality and number of militia depend on the faith in the leader, amount of population and mostly money invested in training it and military doctrine.

A 5000-inhabitant town can bring about 10 gold per turn.
A 25000-inhabitant city can bring about 60 gold per turn.
Generally, a town or city will require a farming population around it about 4 times its size in order not to starve. Much less so if it's got a harbour. More as the city grows more.
All these figures are subject to variations depending on economic and magical projects, etc. In particular, mines, workshops, can increase revenue. Harbours, and to a lesser effect, roads, can also increase revenue through trade. Also, income depends on random factors like weather, good or bad harvests, and is generally hard to predict exactly, so it will vary from turn to turn even if conditions seem to remain the same.

Military units cost a straight price to buy and 1/3rd of that to upkeep, multiplied by a factor depending on your military doctrine. More expensive armies are likely to be more efficient than cheaper ones, but that's not necessarily true.
Light infantry: 12 gold (upkeep 4)
Heavy infantry, light cavalry: 18 gold (upkeep 6)
Heavy cavalry, chariot, elephants: 24 gold (upkeep 8)

Armies
Armies are comprised of units.
Some of these are magical, and their strength and power vary widely.
Most, however, are mundane, and classified among the following categories:

Light infantry (archers, slingers, javelineers...)
Heavy infantry (legionaries, pikemen, halberdiers...)
Light cavalry (mounted javelineers, horse archers...)
Heavy cavalry (cataphracts, knights...)
Chariots
Elephants
Heroes

Other units can exist, stuff like gryphon-riders or whatever one may think of, particularly if these come from the lands of Chaos.

Units will be described as heavy infantry, etc. Although a player can describe them in more detail, for instance say his light infantry uses crossbows rather than longbows, all the units of one class will be the same for a given player, and will have roughly the same power. I don't want to have to handle 4 different types of heavy infantry per player, as it soon becomes impossible to manage. If you are unsatisfied with your armies, you can perform military reforms which will affect all units of the kind which you try to better.

Note that all players may not be able to build all kinds of units. For instance, elephants are very rare. Some places may not have horses, etc.

In terms of numbers, an infantry unit is typically about a hundred soldiers. Cavalry is about thirty soldiers. Chariot units are about ten units, and elephants are 3 animals. However, actual numbers vary depending on equipment and training. Soldiers will be taken from the country or city population, depending on the kind of soldiers.

Units are grouped into task forces, which can only perform non-defensive actions when under the control of a hero. A hero can control only one task force at any time.
Units will be able to move a few hundred kilometers per year at most on land. This is heavily dependent on whether they are in friendly terrain or not, whether there are roads, whether they have to forage, etc.

Heroes vary a lot. They are uncommon, unique units. Some of them may be like Conan, a mighty warrior worth a dozen men by himself, likely to help troops in battle and boost their morale but not going to win the battle by himself. Some of them may be wizards. These use one or more of the three kinds of magic, and are quite limited in the spells they know. Each wizard comes with his own battle spells but can learn more if spending time and research.

Stats
Sample stats:
-----
Public stats:

Nation/Player/Pretender name
Color:
Total population: approximate population numbers (always wrong by several %)
Gold: banked + (income-upkeep)
Faith:
Chaomancy:
Military: Quality/upkeep modifier
Armies: Description of recruitable units
Dominion: Special effect if any
Heroes: Name (location if public)
Projects: Project (progress)

Samplis/NPC/Mrs. Crony
Color: Yellow
Total population: 19000
Gold: 50 + (97-32)
Faith: Weak
Chaomancy: Weak
Military: 1/1
Armies: LI (peltats, slingers) HI (phalangites) LC (horse archers) E (elephants)
Dominion: Better growth rate (+0.001)
Heroes: Mrs Crony (Samplia city), Don Benvenuto (unknown).
Projects: Ciudalia market (30/50)

-----
Private stats:
Heroes: Heroes (very short description) (known spells) (commanded task force)
Leaderless armies andd garrisons
Private projects and spells
Notable facts

Heroes:
Mrs Crony (crone) () (none)
Don Benvenuto (prophet and assassin) (none) (Burlamuerte regiment: 1LI, 1HI, 2E - near Samplia)

Leaderless armies and garrisons:
Samplia city guard(1 HI)

Private projects and spells:
Inquisition order (secretly find and eradicate heretics and priests of other faiths in kingdom) (20/100).

Notable facts:
0% Chaos in owned territory.
Hero Dandelion (1 story so far, available in 2 updates at 1 story/update)
 
I'd prefer orders sent by mail to ldcdomnes (at ) gmail.com.
PM as last resort.

Mail should be titled [Nation] Orders Turn [number] as a subject.
All other conversations with the moderator can be made either through Private Messaging, Social Groups or Mails. But please if you use mails please try to reply to the previous mail so there's a single "mail thread". It makes life much simpler for me.
There is no preferred format inside the mail. Stuff you can do include all the following, and whatever you and the moderator agreed to:
Recruiting and moving troops and mages.
Researching spells (you can't research and move/fight/preach at the same time).
Buying technology, infrastructure and buildings.
Searching or creating magic sites.
Trading.
Scouting or spying missions.
Casting spells, forging items and equipping fighters or mages.
Preaching or other priestly duties.
Whatever you can think of.

Please make a summary/total of your expenses.
Please state actions for each hero and, if they have magic powers, how they use them and how much of the total available power they use.

Example orders:
(copy of stats can help but not mandatory)

Spending:
Recruiting 2 Light infantry (24 gold) in Cityty.
Spend 10 gold on an iron mine and forge in Lupanarland.
Spend 4 gold sending a spy on XXX.

Heroes:
Hector researches new battlefield spell "summon chicken"
Bleshtamash the Great uses 30% of chaomancy to protect the land from chaos (free action), and 70% chaomancy to summon a huge fire bird (magic action). He also uses 50% of his faith to turn his worshippers'skin violet (physical action replaced by a magic action).
MyGreatCommander moves with Army 1 to take over the Independent Kingdom of Pink Mushrooms.

Details:
Spy sent on XXX will try to find out whether Vodka tastes better than Martini. He'll visit all breweries and distilleries, trying to avoid conflict with the locals, but keep some money to pay for fines and to get out of jail in case of excess of booze.
Amy 1 will move in traditional formation with archers forming the rearguard and cavalrymen in front and on the sides. When they meet the enemy, they will use cavalry to outflank them, while archers will shoot at the enemy in the open. If the enemy is fortified, then archers will use flaming arrows and cavalry will be kept in reserve to counter attack if opponents try to get out. If the Blue Faction appears, army is to turn back and flee.

Spending summary: 34 gold. 100% of Bleshtamash chaomancy. 50% Faith.

(Note 50% faith means he uses 50% of the total available faith magic this turn - using up to that amount won't have any negative effect - using more may drain worshippers' health).
(The military example is dumb, better tactics exist - MyGreatCommander is not a wizard so he gets only 1 physical action - researching spells takes all actions out of a wizard).
 
Subbed. Is thinking of an immobile angelic imprisoned/dormant pretender god.
 
I was born long ago. Back in the cold lands. Lands which have been forgotten a long time ago. Forgotten by everyone. But me. I still strive to return. I still remember the cold blizzards. The though life that broke many axes, picks and swords every day. I fixed so many tools. I lived a happy life. My master was young, but skilled. He was young. He studied hard. His own hands made me. I obyed and followed his wishes, his orders and his dreams. Together with him, I bought much laughter and much food onto table of everyone. I bought almost as much happiness to that world as many lives I helped to take. Many lives. Me and my masters creations took hundreds of lives and saved almost as many. We were great together. And My master become more skilled with every passing day.

He had the ideas, the force behind them. He had the understanding of what to do. When to do, and he had the strength, behind every move he made. And I had the strength, to help him form new life, new things, new future. It did not matter whatever we created simple things or complicated wonders. Together we created many wonders. Together.

But.

But then it all changed. Then THEY came. They had heard of us. of our skill. They were AFRAID of it. Oh and they had enough reason to fear us. Me and my master, we made entire armies undefeatable. We together hammered way towards victory. But then they came. They attacked us. My master friends. They put up a fight. They were killed. My master bashed in many skulls before he was taken down. They looted our home. They Looted the village. They burned, raped and killed. Payed no respect to our great work. And I was only forced to watch. Imprisoned. Thinking of great strength me and my master had. And I could only watch. But when they started to make fun of the dead. Of my Master. I killed them.

This was the first time I killed something myself. On my own. I had improved hundreds of men. Provided thousands of arrows, countless daggers and many armors. I was made of pure metal. I had never been influenced by evil in my life. But this was the first time I killed. Now I am not in cold lands anymore. I left that land behind. It was destroyed by THEM. I did not have strength to defeat them. But I will. I will defeat everyone. And then, then the world shall hear me working again. Creating things with love, things that are used for love, life or law. I will. But for that, I will need to hammer myself a world. There is plenty of material here, I just hope I have enough strength to forge it all. But in the name of my Master, I shall do it. He created me, he died on me. I will create a world in his honor. In his memory. I will forge armies to crush them. To make everyone respect him. Him and Me. Because we are one.

I am in Chaos. I was just a simple anvil. Now I am a seed of new world. And my master shall be proud. And When I'm strong enough, I shall hammer open the gates of death themselves. And I shall return him to me. But for that, I need a world. May this world be filled with sound of hammer pounding against the Anvil.

For I am the Anvil. The ruler of this world.



This concept good enough for 'A pretender' who starts in chaos? edit: assuming, this is OK, Details for world would come later, I'm assuming something ulm-like from dominions 3.
 
That's the most epic pretender that I have ever laid my eyes upon. My eyes are starting to water from sheer awe and most definitely not due to laughter.
 
That's the most epic pretender that I have ever laid my eyes upon. My eyes are starting to water from sheer awe and most definitely not due to laughter.



This is going to be epic.

(dominions 3 had pretenders like monolith, water/blood fountains and stuff like that. So why not an anvil XD, makes more sense to me than fountain of water being a pretender.)
 
I'm thinking of joining this, just give me a while to think up what I want to do.
 
Seon tracked me down to tell me this is happening and i am SO IN!!!! now to read what has been posted- so far all i read was the thread title.
 
This concept good enough for 'A pretender' who starts in chaos? edit: assuming, this is OK, Details for world would come later, I'm assuming something ulm-like from dominions 3.

Yes this is very good.

And don't feel limited by what dominions 3 does/have. The point of a NES is that you can make free use of your imagination, so go ahead.
 
I don't know what Dominions 3 is but am curious. I'll lurk and perhaps write up some stats this weekend. :))
 
I envision something like Sauromatia/Patala or the Yuan-ti from D&D if you ever played that.

Basically I envision a series of tribes living at the fringes of the world with intrepid hunters or foragers routinely braving the ‘chaos’ and returning with stories of an overgrown and ancient ruin beyond the ‘world’, occasionally returning with gold or rubies from that city. When the king/queen sends formal expeditions they always fail to locate it amongst the jungles and yet some hunters and foragers seem to find it fairly regularly. Eventually they begin telling a tale of a bloody temple at the heart of the ruins and ancient steles. They begin trying to decipher the steles and learn of a snake-people who once ruled the jungles. Eventually some people begin to spend more and more time amidst the ruins and don’t really come back to the ‘world’ as much. When they finally do, they come as messengers of the snake-people/naga/yuan-ti with news of a strange man, with many arms and eyes of blazing white energy who acts as their god. This gives birth to the cult that is the faith I would play and begins the formation of a society made up for the most part of humans who serve these snake-people who in turn as a religious leading caste serving the pretender.

I know its probably not as original as you might be hoping for but I like the idea and I was hoping to use it.

What do you think?
 
Pavitra Baccē (the sacred child)

Worshiped first in the chaos outside of order, the Pavitra Baccē is said to have been revered for thousands of years by the nāgas and to have existed before their great city was ever built. Mythology describes how he was the favorite son of the pantokrater, grown from blessed water flower infused with his power and love- it is from here that he took his name (which means sacred child).

The Pavitra Baccē is a humanoid figure, of variable height (usually between 10 and 30 feet) with pure white skin and eyes of smoking golden fire. He has four arms and dresses in bejeweled golden armor. It is said that with a thought his gaze can rip the minds of the unfaithful apart and that he commands great maggicks of the mind as well as being a terrifying warrior when angered.

The Bhūmi (the lands)

Nagapur (city of nāgas)

Only the most faithful make the pilgrimage into the lands of chaos to visit the Nagapur (city of nāgas). The sacred snake-people do not claim to have built the city and claim it was already in ruins, claimed by the jungle and overgrow by the time they came to make their home there. Some say that it is a creation of the Pavitra Baccē, an embodiment of his control over the lands of chaos. Regardless, the city is a sprawling ruin of stone edifices overgrown with jungle vines and often flooded in low-lying areas. There are numerous temples strewn throughout, all with intricate bronze and copper steles detailing the faith of the Pavitra Baccē and the more recent history of the nāgas themselves. These periodically rewrite themselves without anyone apparently carving them.

The city is home to the nāgas as well as the most dedicated of the faithful and it is here that the most holy of rites are performed in accordance with the faith of the Pavitra Baccē. Here the nagas construct their famed jewel-encrusted armor of copper and bronze. Forageing Lōga often find emeralds and rubies hidden amongst the vines and swampy pools if they search long-enough and it is not surprising that the nāgas are able to decorate their armor and jewelry with so many of the the stones.

Is here too that the nāga priests maintain their harems of human concubine consorts. These are maintained in pampered luxury, the male nāgas able to take the form of exotic-appearing humans and satisfying themselves with these consorts as their urges dictate. Periodically a child will be born of these unions; these are the Nāglōg, or half-breeds. While these creatures are often held in disdain by the female nāga, the males seem them as a source of pride though they do not consider them their true children. Amongst the human lōga, they are held in high esteem, a gift from the people favored by the Pavitra Baccē.

Lake Manosarowar

Another holy site, lake Manosarowar is found deep in the jungles and is known to be sacred to the nāga. No humans have yet visited the lake and many know of its existence solely through reference within holy texts or the steles. It is said to be a shallow and covered in lotuses and other water flowers. Some say that is maybe the birthplace of Pavitra Baccē.

Lands of Man

Since the arrival of the pretender god, the human population have observed a subtle but steady increase in temperature and humidity as well as an accelerated encroachment of the jungle lands. In addition, hunters and foragers tell of a growing number of venomous snakes and insects throughout the jungles and many are observing a growing number within the cities themselves. The priests explain that venom is sacred to Pavitra Baccē and the faithful and to die by the bite of a venomous snake is an honor but not all believe this to be true and it is worrisome for mothers of small children especially.

The human population lives in a great river-side city surrounded by fertile rice patties, cotton, linen and dye plantations as well as oxen pasture which are in turn surrounded by thick jungle. Within the jungles smaller villages have grown up around copper and tin mines as well as clay quarries and brick-manufacturing centers.

The Lōga (the people)

Ninety-eight percent of the population are human and have never seen a nāga. They are, however, ruled absolutely by their theocracy and human priests of the faith serve as messengers between Nagapur and the population.
The human population is primarily agricultural with wealth centered in cities where trade and manufacturing are focused. While copper and bronze working are advanced, there is little iron and most tools and weapons lack iron common to many other regions. Rice farming and fishing are common, as are hunting and foraging. There is a prosperous linen and cotton industry as well as dyes, spices and ceramics.

The ruling theocracy occupies all positions of power and authority within the population and if an individual is living well on a large estate worked by many slaves, it can be safely assumed that they are a high-ranking priest. The priesthood not only concerns itself with rituals and prayer but with the bureaucracy and even command of the armies.

The nāgas themselves are somewhat heterogenous. Firstly, the females are much larger than the males and rule the males absolutely. They can range from twenty to fifty feet in length and the larger and older ones will gradually lose their golden scales and replace them with white ones. As they mature they will also occasionally grow a second pair of arms suggestive of their god. The males are smaller and much more numerous and obey the females absolutely. While the females are more serene, patient (and long-lived), the males are prone to emotions and lusts and since the females of their species are not always available, they will maintain human consorts to entertain themselves. The males are green, bronze, gold or combinations thereof in color with yellow slitted eyes and typically fifteen to twenty feet in length. They wear bejeweled armor and carry scimitars or falchions. Males use magic to assume human-like form (though these are still very exotic) which they use to infiltrate human society for entertainment or to play cruel tricks. Both the males and the females display rhythmic swaying snake-like movement which can hypnotize unwary humans and animals and which they use to excellent effect in combat. Though the females reign supreme within their society, they are not necessarily the favored of their god and both male and female nāgas perform the most holy of rites and rituals and serve as priests though the males are much more likely to coordinate with human priests while the females tend to be more isolationist.

The Nāglōg offspring of male nāga and female humans appear as humanoids with bipedal legs like their mothers thought they have the golden scaled skin of their fathers and long flexible torsos and necks. They have fanged jawes and snake-like eyes and their fingers end in claws. They are very few in number but much more likely to visit human lands. Because even the eldest is fairly young, they have not yet risen to high ranks within the theocracy; none-the-less, many have taken positions within the military as officers or elite soldiers.

Cunā Nabī (chosen prophet)

It is said that the first nāga to speak to man was the Cunā Nabī, a male nāga with golden scales and yellow eyes. Said to have been blessed with all tongues of man, he is the one who first introduced the pretender god to the humans who visited Nagapur. Though he, like his brethren, makes his primary home in the jeweled city of the jungle, he makes frequent visits to the lands of man to organize and provide direction to the faithful who reside there.

It is said that the Cunā Nabī can bless faithful soldiers with the blessings of the serpent, changing their skin to thick protective scales and their tongues to a envenomed snake tongue they can use to imbue spear and arrow alike.

Miltary

The military is primarily made up of levy spearmen. There is also a professional core of lightly armored spearmen who fight in formation and dedicated archers known for their use of envenomed arrows. Unfamiliar with horses, they fail to make use of cavalry though some warriors have experimented with riding great lizards from the jungle. It is said that the nāga also maintain small divisions of elite swordsmen who use their bejeweled armor and hypnotic movements to instill awe in their enemy but it is not known if these stories are the product of rumor or fact.
 
So joining. :d :d :d :d :d :d
 
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