ENES: World of Magic II

What are you reffering to guys?The post that got deleted or the template that was empty? :mischief:

OOC:I really should read the CFC forum rules once in a while not to forget them. :lol:
 
Hmm, WOMII. Sounds interesting, but I've just gotten insanely busy lately. Hence the lack of the update in my NES this weekend.

I might join this later, when my next semester starts.

And roughly what did you say Cleric?
 
Name: Seleucia Novus
Capital: New Antioch
Ruler: Ioculus Novus I
Government: Monarchy
Population: 20 000
Economy: Poor (2/0/3)
Education
Science: 2/0/3
Agriculture: 2/0/3 ----I choose this one
Military: 2/0/3

Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 magic users + your magic type
UU: (Invent one)
Projects:
Nation Background:

Location: New Antioch is where the two rivers meet:
 

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Lord_Iggy said:
And roughly what did you say Cleric?

Lets just say it was a -mancy that focused on procreation :mischief: I cant say more the mods will send me to Siberia...
 
Oh yes the children.We must never forget the children.Though I had a more vile idea in plan with the offensive useage of procreation....I shall say no more.
 
Miscellaneous stuff:

TerrisH, are you German or something? :hmm: I'm wondering why you capitalize so many words that aren't normally capitalized.

andis-1, do you want your mages to be spellthieves or telekineticists? You can't have both.
Also, please write up a nation background, because "Elves" needs a good reason.

warman, would you prefer to be closer to the other PCs, NPCs, or far away? Also, please choose science, agriculture of military instead of leaving the (choose) bit in there.

human-slaughter, the nation background can wait, but please pick a magic type.

Cleric, this bit is wrong:
In reality the Council members were the first individuals who realized the energies of this world could be bent to their will
Nope, you weren't the first anything. The first people to realize that went power-mad. The second group was afraid of what the first group had done, so their fears took shape and killed them. It's been three generations since mankind came to this planet, and magic has been present the whole time.

Royal, whatever happened to the second half of your template?
 
I haven't got the time to post anything now, but I claim the easternmost island that looks like a seahorse (roughly).
 
I want to join.

Name:The Union of Cammane City-States
Capital: Camman
Ruler: Dolorran Canmes, Speaker for the Union /T.G.I.L
Government: Oligarchy
Population: 20 000
Economy: Poor (2/0/3)
Education:

Science: 3/0/4
Agriculture: 2/0/3
Military: 2/0/3

Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 Biomancers (biomancy)
UU:Things That Should Not Be (assorted biologically engineered monstrosities)
Projects:
Nation Background: Having retained some records of science and technology from the colonization, and working to uncover, reverse-engineer or rediscover as much of it as possible, this group of city-states found that biology was a lot more interesting in a world with magic.

Orders:
1pt Increase Economy
1pt.Increase Science
 
Name: House Telvanni
Capital: Tel Vos
Ruler: Elderad
Government: Magocracy
Population: 20 000
Economy: Poor (2/0/3)
Education:
Science: 2/0/3
Agriculture: 3/0/4
Military: 2/0/3
Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 Illusionists
UU: House Artists; House Artists are specially designed unit with the military that works in conjunction with the Illusionists. The Illusionist will create warriors, and the Artist will attack from a distance throwing knives and other weapons. The enemy often thinks it is being attacked by the illusions but they cannot harm them. The psychologocal effect is often as devestating as the actual weapon. They also make excellent spies if again working with units of illusionists.
Projects:
Nation Background: The House Telvanni is the most powerfull of the magic houses and gives the Country its name, power is ever changing as different house deceive each other and manipulate the populance's support. However The House Telvanni itself has a few factions within it that vie with each other, it has oft been said that the quickest route to power is playing off these factions, if not the safest.

Start here:
House.JPG
 
Erik Mesoy said:
Cleric, this bit is wrong:Nope, you weren't the first anything. The first people to realize that went power-mad. The second group was afraid of what the first group had done, so their fears took shape and killed them. It's been three generations since mankind came to this planet, and magic has been present the whole time.

Ahhh lets say they were the first in my society who utilized magic and evaded self-destruction.
 
@Erik: As always, story bonuses do apply? It just didn't say so in the rules...
 
My nation. Not too flashy. I prefer to keep my existence... innocuous.

Name: Arkenaar
Capital: Arkopolis
Ruler: (Rory Arkenstone / Silver Steak)
Government: Monarchy
Population: 20 000
Economy: Poor (2/0/3)
Education:
Science: 2/0/3
Agriculture: 3/0/4
Military: 2/0/3
Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 Sorcerers (Gravity-mancy. Not sure what that is in Greek. Any help, Erik? ;))
UU: None yet.
Projects: SECRET!
Nation Background: A young nation based on a loose alliance of city-states.
 

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Magic type: Air (Mages can manipulate the air to suit their needs. Use it to cause great wind storms or just use it in the nations work houses to make the fire hotter than usuall.)

And here is the back round:

After the hit the Union had been shattered. The many Governors of the Union were in disarray and chaos fell upon the Union. A young governor William decided to take advantage of the chaos. He began to rally the many groups together to reform the Union. He promised the Union would rise to technological greatness. The people were again unified under a single ruler. William later gave himself the rank of Lord and named the union the Tecno Union. A group of people rallied for the hope of rebuilding through Technology.
 
Name: Roddyna
Capital: New Moscow
Ruler: Czar Roddy / RoddVR
Government: Monarchy-ish system. The king/czar is not the son of the last king, but the strongest of the Techmagi when the old king dies/retires.
Population: 20 000
Economy: Poor (2/0/3)
Education:
Science: 3/0/4
Agriculture: 2/0/3
Military: 2/0/3
Technology: Late Iron Age
Culture: Unrefined
Army: 1000 infantry
Armal training: Poor
Navy: 0
Naval training: Poor
Magic: 10 Techmagi + Techmagi can imbue their will onto mechanical constructions. They are basicaly artificers who learn their machines so well, that they can control parts of them from any distance through something akin to teleconesis. All Techmagi's abilities are the same, but their strengths vary, some can only control one simple machine (like a doorlock, or a bow), while some can control many more complicated machines (like carts or catapults) at once. The main strength of the Techmagi is that their effectiveness will increase as their machines become more automated, when they only have to control a single control mechanism that will run the rest of the "uncontroled" machine, their power effectively increases many fold.
UU: Telepathic Engeneer. Their primary purpose is to fix any machines broken in the field of battle (it is assumed the machine army would be advancing so these guys would have a relatively safe job, but woe to them if the army is retreating), however, to fix a techmagi's machine without breaking the techmagi's control over it requires a mental connection to the Techmagi, and so some of these guys can also be used as scouts who can instantly relay information back to the Techmagi and generals.
Projects: None yet.
Nation Background: The Roddynans are the descendants of a Russian group of colonists who's leaders were the engeneers and scientists of the group. In their initial struggle against the planet, they set up automated turrets around their city to protect them from any unseen enemies, but as the turrets proved useless, eventualy their function was forgoten by most. But the stories of the great protector machines of the past were still the bedtime stories of most children. The Roddyna society emphesised science of any form, but machinery was THE science of these people. The first person to realize that the magic of this world could be harnessed was an artificer name Roddy, his obsession for his machines was so great that eventualy he came to be able to control them from a distance. All he had to do was immagine the internal levers and gears turning and they would. He became the first of the Techmagi, and soon taught others to use the same magic. Those who controled machines ofcourse were seen as the only ones able to bring the great machine protectors of fable to life, and so quickly the Techmagi became the ruling class.

[ooc]this is prety much the first story game i've ever joined. i realy like the whole magic thing though, so hope to find enough to write about.[/ooc]
starting location on lower right continent as shown on picture below.
 

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Wow. Lots of enthusiastic response.

Yes, Silver, story bonuses are in force. Most of the NES rules are as normal.

Roddy, I think you almost deserve a story bonus for writing that much.

UPDATE ON WEDNESDAY!
SEND ORDERS BY THEN!


Here's the map with all the current players on it. Enjoy.
(Yes, your nations are tiny. There will be a BT update soon, so don't worry, and besides, the average nation is now the size of Spain or Germany.)
 

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Huh where am I?
 
I'm waiting for you to tell me that. :p
I have a secret background thingy that makes me a bit biased if I try to assign locations randomly.

BTW, people, you can name continents, rivers, bays and stuff if you get tired of saying "the island to the west". Several people can name the same place different things. I don't really care.


...
As an answer to the post below: You have 2 ecnomy points to spend at the moment. Spend them on anything increasable in your stats. For example, "Spend 1pt on increasing agriculture and 1pt on increasing economy".
 
Erik can you give us an example of what orders should look like.
 
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