Fantasy NES: Sekai

I guess I'm confused by what you mean by "stats". The only stats you begin with are an Economic Number. Yours is 3200.

Then you can come up with an advantage. Also up to you. For example, Infantry +1 attack, or Cavalry +1 Movement, or Archers +1 defense. Etc.

I am assuming I have no military, navy or any techs?

You are right. You have to build them all, using the 3200 econ points you get each turn. You have a solid 5% reinvestment, until you build structures that add to that, etc. So whatever you reinvest, say you reinvest 100 of that 3200... you will yield 5 points from that, and so then the next turn you will have 3205 econ points. If you build a marketplace, you have 6% reinvestment, so then you would get 6 points out of 100. Etc. You can reinvest however much you want each turn, after factoring in how much it costs to upkeep your military units, research tech, and so on.

I hope this helps, and don't hesitate to ask more questions if you have them.

As for Rohan, I'm not going to say you can't use that name, but here in Sekai, I am proud of the unique names we have thus far - as if we have begun to create or own dense and detailed world.
 
Before I send orders, where was Shiva? The update didn't specify where I was.

Shiv, like the weapon, is the name of the giant spider, and the location is listed in the Map section of the main rules page (G-19 was the location).
 
OK. I have to think up some interesting things to do with this now that I have it. Hmmmm. Maybe create a "Brewery" and "Winery" improvement that all of you start out with or something. The creation of an alcohol trade, perhaps? Viticulturist as a new character type? :D Now we're like a real RPG. We have mini-quests. Or mini-NES. Within the overall NES.

Spoiler :
t a v e r n
beer.gif

Fuerrmarr's Finest
Realm: Dorovel
Type: Malt Whiskey
Description: The grains grown in the isolated highland fields above Dorovel and in the still well-lit upper caverns are stored in the deep granaries of the city for safekeeping. When germinated, they are crushed and the great pot-stills of Fuerrmarr II's distinguished distillery. Left to mature for years, this fine Whiskey is shipped throughout the underground kingdom, and out into the outside world. Dwarven alcohol fetches a mighty price so far from its origins...
History: Fuerrmarr Oakstill, third child to a long line of brewers, set out to start his own business, going up against his family's established ales. In his first year, however, disaster struck. Water flooded his storage room, and all of his supplies were, apparently, ruined. Nonetheless, he crushed and fermented the soaked and germinating grains. The result became, completely by accident, his most famous creation- Fuerrmarr's Finest. For years, he kept his methods secret, and built up a very successful business. This was, later, inherited by his son, who in a moment of accidental charity, revealed how he malted the grains before preparing the whiskey. Since then, numerous imitators have appeared, but none have come to unseat Fuerrmarr from his position on the top of the underground drinking world.


Immortal's Forge Brew
Realm: Du Farthen az Kurlan
Type: Fire Mushroom Wine/Whiskey
Description: Not as bad as it seems. These mushrooms grow near the ancient vents that once was the god's forge. Their innards give a mush that when fermented, give either a burning whiskey or a soothing wine.
History: They once grew by the vents by the Immortal forgers. Who ate hundreds, savoring the heat, while they make armour for other gods. When the god that forged here is killed in a battle. The evolving creatures loved to spice their food up. Then, one of them, Yansul, discovered that when fermented it saved better. Currantley there is a lighter brew for outsiders. A heavier brew for those that can take it and a lava hot brew for only those those that can afford it and the Dwarves.


Mushroom Mash
Realm: Glotrith
Type: Nobody knows.....
Description: A strange beverage that will make the drinker first somewhat dizzy, then turn them into a crazed psychopath that will attempt to fight the first thing he sees.
History: With the coming of Brana's black Guard to Glotrith, they brought with them much Orcish knowledge. One such thing they brought with them was the knowledge on how to brew beer using mushrooms. normally it would taste like any other orcish beer, but the mushrooms found in Glotrith are strange. They are normally bright red and taste extremelly spicy when eaten raw. Some experimenting revealed the whole "Drink this and you go on a killing spree" property of the drink. This drink is now only served for amusment or if there is a war and your troops need an extra boost.


Anokan Ale
Realm: Venetia
Type: Barley wine
Description: Do not mistake the type "barley wine". This is merely a name because this beer can be just as strong as wine. It is, indeed, a beer and made from a grain and not a fruit as wine would be. This beer is a deep reddish-brown color and is aged for some time in its main brewery in Venetia. It has a natural sweetness, but it is not too sweet, being balanced by a sufficient amount of hops. It has a slight sour taste because of the seaweed that is used to reinforce the soil in which the barley is grown.
History: The barley fields that exist around Venetia have long been inhabited by skilled farmers who have for hundreds of years brought shipments of their fine barley to the brewery in Venetia. These farmers have also long used seaweed from the Anokan Sea to reinforce the soil in which their fields were growing barley. When shipments of this barley arrive to Venetia, the barley is fermented and aged. When the first batch of Anokan Ale was produced, it was personally delivered to the king of Venetia and became his drink of choice. Ever since, that king and all kings after him allowed full production of the ale.


Genoan Lager
Realm: Gondola
Type: Pale lager
Description: This beer has a very light, golden yellow, clear color. A distinct hop aroma and flavor are characteristic of this pilsener. This beer's flavor is unique and strong, yet light and tasteful.
History: Gondola's finest beer is the result of several interesting experiments. Some time ago, Genoan brewers began to ferment beer in cool caverns located underground the large city of Genoa. These brewers quickly began using bottom-fermenting yeasts. The result of these experiments was a beer with improved clarity, flavor, and shelf-life. Soon Genoan Lager was an established business that had purchased plots of land with easy access to these underground caverns. It became custom for large parties to be held underneath the city center in which only this beer would be served. After the brew achieved local fame, it soon became available for shipment to many kingdoms and city-states throughout Sekai.


Minoak Red Wine
Realm: Korelia
Type: Red wine
Description: This red wine manages to maintain a high alcohol content amidst a strange sweet taste. That is because the grapes used in this wine grow on a vine only found in the Korelian Forest. The vine is odd in that it only grows around certain types of trees, as if attached to these trees. The vine does not strangle or damage the tree, but actually the tree and the vine feed off each other, and the vine eventually becomes as thick as the tree trunk. The result is what looks like a massive, twisted oak tree. Because this occurs only in the deep Korelian Forest, the only realms that produce it are Kinsia, Orsia, Delia, and Moria. When one drinks Minoak wine, there is a sense of euphoria and ease. The wine is not heavy and its taste is unique and delicious. Some wish that the euphoria they felt when drinking this wine was permanent. The euphoria felt from Minoak wine is one that calms, eases, and makes the body tingle. Elves often drink this wine before handling intense conversations, as it makes the conversations lighter and considerably more manageable.
History: The vine unique to the Korelian Forest was discovered by a wise Elven forest ranger named Minoak. Minoak was a classifier of all plants, insects, and birds in the Korelian Forest. He was a brilliant anthropologist and ecologist. The vine was named after him because of his discovery of a plant that would later create a prosperous trade for the Elves that live there. The first city-state to ferment the grapes that grow from the minoak vine was Kinsia. The wine was highly successful, and the other three city-states of the coalition followed suit. Over time, the Minoak wine from each of these city-states became somewhat unique in its own right, but similar enough to call the same type of wine.
 
Hey, whaddya know, we're like a fighting unit of 15 archers or 30 basic soldiers (albeit lacking in hit-points, assuming that a basic soldier is assumed to have 1 hit point).

That's exactly where you should be, so it seems the system is working nicely. So far, in your unbiased opinion, do necromancers have the opportunity to be a bit too powerful?

Yes, you can get to Dhuri in 2 days if you have a movement of 3. When you get there, I'll post a response for you.

( ) ( ) ( ) ( ) ( )​

Ah yes, and. One last thing for now. Time for the first character-oriented mini-NES.

Want to earn each of your characters an additional 10 spending points? Read on.

It's time for armory. Tell us each character's weapon-of-choice, its nickname, the type of weapon it is, a description of the weapon, and a history lesson as to how the character got the weapon and/or where the weapon was created. Prize for posting one of these: 10 spending points for each character that you post one for. Make it good.

Spoiler :
a r m o r y
daggers.gif

Weapon Name
Character:
Type:
Description:
History:
 
Let me see:

A Necromancer who spends a mucho grande total of:
- Raise Dead I (+1 Skeleton 1/1/0, cannot move alone): *
- Sustain Dead I (can have 5 skeletons at once): **
-- Raise Dead II (+1 Skeleton 2/2/0, cannot move alone): **
-- Sustain Dead II (can have 10 skeletons at once): ****
--- Raise Dead III (+1 Skeleton 3/3/0, cannot move alone): ****
--- Sustain Dead III (can have 15 skeletons at once): ******
---- Raise Dead IV (+1 Skeleton 4/4/0, cannot move alone): ******
---- Sustain Dead IV (can have 20 skeletons at once): *********
... 28 asterisks nets him a +60/+60. 34 nets him +80/+80. However, individually, he is weak (therefore a "sniper"--not necessarily a gun or bow, just one that can single out enemies--can take him out easy).

Meanwhile, a warrior would get an equivalent of:
Charge (+1 Attack): *
- Gouge (+1 Attack): *
- Slash (+1 Attack): *
-- Cleave (+2 Attack): *
-- Taunt (+2 Attack): *
--- Strike (+4 Attack): **
--- Bash (+4 Attack): **
---- Stun (+7 Attack): ****
---- Retaliation (+10 Attack, -3 Defense): ****
----- Rampage (+15 Attack, -6 Defense): *****
------ Berserk (+20 Attack, -8 Defense): ******
... 28 asterisks would get +67/-17.

A druid, meanwhile:
- Wolf (+1 Wolf, 3/3/0, cannot move alone): *
-- Giant Serpent (+1 Giant Serpent, 4/4/0, cannot move alone): ***
--- Centaur (+1 Centaur, 6/6/2): *****
---- Stone Golem (+1 Stone Golem, 8/8/3): *******
----- Wind Elemental (+1 Wind Elemental, 10/10/0, cannot move alone): *********
----- Ice Elemental (+1 Ice Elemental, 10/10/0, cannot move alone): *********
... 34 asterisks gets him +41/+41. The druid has the same individual weakness as a necromancer.

You decide.

EDIT: More input: A character with an individual attack of 90/90 against 45 2/2 skeletons can feasibly just swing his sword in a huge arc and smash the skeletons easily. Or, you can do it Magic-style--the 45 will die, but so will the 90/90 character (if defense translates to an HP buffer, he'll just sustain 1 damage--which is feasible, considering he's a high level 90/90 character).

________________

Arrival in Dhuri... Hm?
June 27: P-9.
June 28: O-9, N-9 (two moves)
June 29: M-10, L-10 (two moves)

Is that not correct?

EDIT: Note: It's June 29 here where I am right now (GMT+8).
 
Your times to Dhuri are correct.

Okay, well there is more dimension to those statistics.

For example, skeletons raised by necromancers do not have Hit Points, making them vulnerable in that way. When you factor that in, perhaps Necromancers and Warriors end up balanced? Perhaps Sustain Dead spells should inflict a penalty on Hit Points. That might be good.

Spoiler :
The necromancer ends at Sustain Dead 5, and then Army of Darkness - after all of that, the skeletons are 125/125 (69 asterisks).

The druid ends at 77 asterisks, with an army worth 71/71, and two creatures that can move alone without Nature's Will (centaur and stone golem). Definitely not balanced in that respect. Perhaps the spell Nature's Breath should give a larger advantage. Yes. +9 or 10 attack/defense to all creatures. Then that will balance that out.

As for the warrior, that is a tough one. Either I can add a hit points penalty to the necromancer or I can take off the defense penalty for the higher level warrior skills.

38 spent asterisks for the rogue, +86 or something defense, -22 or so attack. That needs some slight changes in the higher spells. Just a little bit. Then it will balance out.

38 spent for the priest, +71 hit points. Makes sense. Same thing goes for the paladin and mage. Those make sense, then.

What we need is for around the 34-38 mark, a +70ish advantage in something. The lower level spells are fine for now, and the ones everyone has bought, but yes, I think I will go into the later spells/skills and tinker with them a bit.


EDIT: I think I fixed it up quite nicely. The fact of the matter is, the necromancer has to spend more to finish his spell tree, but he gets more in the end, that is true. However, their skeletons are vulnerable, so I don't think that they needed any penalties.

Druids have been edited, though. They are now more powerful for what they get.
 
OOC: Strategos, please post your starting stats in this thread, or tell me what you are. I have that you are a warrior, possibly human. That was a great story. And we are now on Turn 4, which means you can hand in 5 sets of orders with 10 spending points for spells/skills for each order. 5 because we had 1 preliminary turn.

Stats at the time of the story:

Sir Odon of the White Rose/The Strategos
Class/Sex: Paladin/Male
Race: Human, but with a great-grandmother who was an elf, is that enough to qualify as a half-elf?
Attack: 2
Defense: 4
Movement: 1
Hit Points: 3
Spells/Skills: Color Spray (+1 defense), Ice Armor (+1 defense), Frost Armor (+2 defense), Lesser Heal (+1 hit points)
Current Location: A6



Armory:

Weapon Name: Thymus
Character: Odon
Type: Arming Sword (broken)
Description: A typical arming sword. The hilt has stylized thyme in gold running across the cross-guard while the pommel has a golden liturgical Elven inscription translated to “Given as a reward for a glorious deed/Worn to accomplish more.”
History: Given by the Grandmaster of the Order of the White Rose to Odon after Odon saved the Grandmaster’s life in a battle.

Weapon Name: ???
Character: Odon
Type: Mace
Description: The mace’s head is attached to an iron shaft. The head itself is fashioned to take on the appearance of a skull, with two rubies set in the eye holes. Red writing of an unknown (at least to Odon) language snakes down the shaft.
History: After Thymus broke in battle, Odon grabbed a mace off of a fallen foe to use. Odon was fighting undead at the time, and the fallen foe was a necromancer, which might explain the mace’s peculiar shape.

Weapon Name: None
Character: Odon
Type: Shield
Description: A typical shield, flat across the top and gently rounding to a point at the bottom. The shield background is red, while in the center a white rose crosses a sword, which is pointed downward. On the inside of the shield is a liturgical Elven inscription translated as “May the defenseless always find refuge in Thee.”
History: A shield that Odon has had for some time, with the heraldic device he has had since joining the Order of the White Rose.
 
I'll get to shields and stuff eventually, for now I am just covering primary weapons. But that will be one in the future, along with actual armor and what not. Anyway, you're awarded 10 spending points.

As new weapons are found in quests and what not, I want to compile a list of them in this armory. A lot of times quests will also feature items that if you take to a certain place will improve your current item.

I'd like to know more about the battle you saved the Grandmaster's life in. Sounds interesting.

Hey, I was wondering, since my dwarves aren't magical, you think you could put an alchemy skill set in there, to make like healing potions and poisons from herbs and stuff?

Its no quick and easy task, but I can look into it for sure. Another option is that you just learn magic, but you can say in your stories and profile that the magic you are using is not coming from your hands or mind, but from potions and devices you have constructed.
 
Hey, here is what I have happening today:
- Maedaray druids
- The Lich and Amaliad, post lizardmen camp encounter
- Dorovel and the orcs (done, leads into another story)
- Strategos, responding to that story with something
- bestshot9 needs a new quest - bestshot, just go see the shapeshifter, because I want to do stuff with that... I promise your journey there will not be boring. You can move through Glotrith's territory undetected. Charles needs to focus on the war right now, but I'll post a response to his troops heading to the cavern that holds the shapeshifter.
- When exactly do Glotrith and the dwarves get to Xal'Amul?
 
Well, Infantry has bonus. So in about:

To I-5, To G-4, To F-4. 3 weeks after goblins regroup in Du Farthen az Kurlan (K-6) we'll get there AND look at mr.shappyshify.
 
Well, Infantry has bonus. So in about:

To I-5, To G-4, To F-4. 3 weeks after goblins regroup in Du Farthen az Kurlan (K-6) we'll get there AND look at mr.shappyshify.

So does that mean, today or tomorrow, that you will be in Xal'Amul? You left a while ago, correct? Or, is it 3 weeks from today?

I am late on posting the results from your shapeshifter quest.
 
Well: yesterday their forces started on the road toward Du Farthen az Kurlan and the Expiditionary troops went same speed with them. (spelling?)
They reached today and in 3 days reached the edge of the realm (3 game weeks.)
 
Well: yesterday their forces started on the road toward Du Farthen az Kurlan and the Expiditionary troops went same speed with them. (spelling?)
They reached today and in 3 days reached the edge of the realm (3 game weeks.)

Ok, thanks. Sorry for that confusion. I get mixed up easily when I'm writing about 5 different plots at once. ;)

das, I want to hear about Malthen's wine. :D
 
Its no quick and easy task, but I can look into it for sure. Another option is that you just learn magic, but you can say in your stories and profile that the magic you are using is not coming from your hands or mind, but from potions you have made and other such things.

Or learn attack and defense skills instead of spells. I'd rather not create an alchemy tree just for one or two characters.
 
Example of magic with alchemacy: Scourch = Essence of Flame Vail-bomb or Essance of Flame channeling. With the bomb you throw it. With the potion you drink and you get the bonus.

So for defence: 'color splash' is like 'Discoloring solution' when you drnk, your skin harmlessly discolors and harder to hit. ECT.
 
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