Fantasy NES: Sekai

I just added an alchemist character class. Don't make me add a runic one as well. ;) Of course runes and the like are used in Sekai (as fluff, not as an effective game mechanic). Actually, I take that back. They could be used as a game mechanic, if they were items found in quests or small wars between city-states and kingdoms. New runes would become available then, but there will never be a "rune tree" or a character class specializing in runes, they will more just be random objects that will have certain effects, or fluff created by you, the players.

If someone wanted to join Sekai as a dwarven kingdom that specializes in magic, I wouldn't be opposed. There are plenty of fantasy worlds in which dwarves can use magic.

Though, Sekai is not only mine. It is the world that all of you play in and the world that all of you are participating in creating. If no one comes along to create a magical dwarven kingdom, then it will be safe to say that Sekai's dwarves do, indeed, do not use magic (for the most part). Just make sure to remember that we are creating our own environment here, and while this of course is heavily influenced from several other environments, it is still unique in its own various ways.
 
Yeah, I don't need the runes to be anything more than flavour. It's good to hear it from the mod. :D
 
Lord_Iggy said:
OOC: Do you want me to add any bonuses (IE: Fuerrmarr's finest), or will you do that at your own discretion? I'm assuming the latter, as doing it myself seems rather pretentious.

You can put the actual economic bonus you received from writing up your brew (that would actually be helpful for me, city-states received +10 economic points to their permanent economy for writing one), but you do not have to include actual details of the brew - I will be organizing a separate section for all of the fluff stuff we are coming up with for realms.

Speaking of which, this still stands for writing about a type of alcohol (does not have to be beer) for the tavern:

Kingdoms: +20 added to their permanent economy next turn.
City-States: +20 added to their permanent economy next turn.

And then characters at this point have descriptions of their weapons that they can write up. I am well aware you may get different weapons as the game goes on, but then we can just continue adding to the armory.

I am going to cover these simple sort of background topics, like realm alcohol, character weapons, and gradually ease into cultural elements with a bit more depth.

I like where this is going, Lord_Iggy. Now you have a PC human kingdom down by the goblins to back up your threats with. :D
 
Where is my Kingdom?! Oh, my kingdom for a horse!

Nohar Mugs
Realm: Nohar
Type: Frosty beer
Description: Wheats raised in the fertile but unique wheatfields of Nohar, aged to perfection in the large vaults under the palace, which are constantly guarded night and day by guards for an unspecified length of time, before being grounded and made into a frosty beer by adding ingredients and a secret indregient. Named the best beer in the realm by local drinkers.

Infantryman Wine
Realm: Nohar
Type: Wine
Description: A wine originally created for the army, but as retired soldiers went home they brought the recipie with them and created possibly the best tasting wine in the kingdom, if not the entire Sekai world. Elves, humans and many others come to Nohar just to taste the wine that is said to inspire passionate love. So far the wine has lived up to its reputation.
 
OOC:

OOC: You will still have to use the "settle hex" function to gain the territories in the Maedalay Steppes. When you do gain them, the hexes inside of the Maedalay Steppes will be considered an autonomous region, sort of like Hong Kong is to China.

Does the temporary limitation still apply if those are autonomous regions? I mean, it won't be nearly as hampering to general cohesion of the main state.
 
Does the temporary limitation still apply if those are autonomous regions? I mean, it won't be nearly as hampering to general cohesion of the main state.

No, the temporary limitation will not still apply for you in this situation. I like where you took the plot, so that's fine with me.

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Lord_Iggy, sorry, let me rephrase what I said. Include the +10 econ points from your brew in this turn's set of orders, and all later sets, but you don't have to say where it came from in the orders.

( ) ( ) ( ) ( ) ( )​

germanicus, I have no problem with you having two types of alcohol in your kingdom (obviously all kingdoms have several types of alcohol and all characters can have multiple weapons).

What I am asking is the realm's best alcohol or each characters primary weapon. I'll assume its the first one you posted. You could post 10 alcohols from your kingdom, but you still only get +20 econ points added to your permanent economy.

Anyone who is trying to take advantage of me and get x2 the amount of bonus points for this will suffer dearly under the wrath of the gods.
icon18.gif
:nuke:
 
You can put the actual economic bonus you received from writing up your brew (that would actually be helpful for me, city-states received +10 economic points to their permanent economy for writing one), but you do not have to include actual details of the brew - I will be organizing a separate section for all of the fluff stuff we are coming up with for realms.

Speaking of which, this still stands for writing about a type of alcohol (does not have to be beer) for the tavern:

Kingdoms: +20 added to their permanent economy next turn.
City-States: +20 added to their permanent economy next turn.

And then characters at this point have descriptions of their weapons that they can write up. I am well aware you may get different weapons as the game goes on, but then we can just continue adding to the armory.

I am going to cover these simple sort of background topics, like realm alcohol, character weapons, and gradually ease into cultural elements with a bit more depth.

I like where this is going, Lord_Iggy. Now you have a PC human kingdom down by the goblins to back up your threats with. :D
Wait, so do I add 10 to my economy, or 20 to my economy, or both (30) to my economy this turn?
 
Wait, so do I add 10 to my economy, or 20 to my economy, or both (30) to my economy this turn?

You are a city-state, so you add 10. And you add it to your permanent economy, which means it is yours to keep forever and ever and ever (every single turn from here on). That 10 points that is. And you don't have to say where it came from in your orders, just throw 10 points in there. I'll know where it came from when I look at the orders.
 
The Bloody Hand
Character: Grimfist
Type: Heavy spiked club
Description: A hardwood club that's very much larger (and almost as much heavier) on the hitting end, which has several protruding spikes of metal. It is mostly brown of varying shades with streaks of black, while the metal bits are predominantly dull gray with specks of rusty red. It looks very old and very worn out of use.
History: The cult of Yurtrus (which was just one of quite a few found in several orcish societies) was a very small one, not because of any orcish aversion to a god of death and disease but because of its grim rituals. In one of these, the Rites of Succession, the Hand of Yurtrus plays a central role.

The Rites of Succession is a simple ceremony, where the standing head of the cult is about to retire after exactly nine years of service. His chosen successor, usually his protégé, is to beat him to death until he is an unrecognizable mass of blood in the style of sacrificial offerings to Yurtrus.

Grimfist was the next in line before he left the cult, and was in fact its head for a year or so before leaving. He claimed that the cult has "become so obsessed with its rites and ceremonies that it has forgotten the true teachings of Yurtrus--to bring death and destruction to all." He had kept the ceremonial club since then, marking a symbolic and then literal disbanding of the cult.

The club, by means of careful appraisal, is standard orcish fare--or, ar least, was, for it is extremely antiquated in style. It might have been part of a weapons cache of an ancient army, then discovered and used by the founding members of the cult of Yurtrus which Grimfist was a member of.


Meatcleaver
Character: Gnash
Type: Greatsword
Description: A large greatsword in a rustic orcish style. Its metal blade is a stony gray, while its cloth-covered hilt and handle are black. It used to have orcish script running along the blade, perhaps at one time a magic ward or a smith's signatory mark, but now it is eroded away by time and repeated rough use. There are several chips and dents along its two sharp edges, which are kept up to shape despite frequent abuse. It has no scabbard.
History: Meatcleaver was a once-magical sword of a realtively peaceful orc tribe's office champion and defender, forged, reforged, and re-enchanted with every new generation of the tribe. One day, however, a group or roving raiders under Blackarm the Angry tore across the little village with ease, and the champion--despite being unbelievably strong and skilled--fell and his possessions looted. His special sword went to Blackarm, since he always received the lion's share of every raid.

Gnash was the eldest son of Blackarm the Angry. As such, he was to inherit his father's possessions, not the least of which was Meatcleaver and a top position in the orcish gang. That was not an arrangement that could sustain itself, given Gnash's propensity towards forgetfulness and oft-striking stupidity, and not long after Blackarm's death the bandits went on forming their own factions and soon led to the breakup of the band.


Stinger
Character: Skizzmo
Type: Dagger
Description: A simple, slender dagger. Small, thin, and light, it looks more like an over-sized needle than an actual dagger. It is a dull metallic black in its entirety. It is well-maintained.
History: Although Skizzmo has an assortment of knives, daggers, icepicks, and other sharp and pointed implements, Stinger has been with him since the high point of his career as a professional thief-for-hire. He found it in the possessions of an elven wizard, took it, named it Stinger, and found its style and shape just perfect for his needs.

The dagger has no magical properties, despite having been in a wizard's home. It was, however, the family heirloom of the said wizard, though the elf had so little to his name that trying to sell the dagger to rival families was an unprofitable venture.


The Darkroot Staff
Character: Ichthys
Type: Magical staff
Description: A gnarled wooden staff of pure black--indeed, it looks as though it radiates darkness, and might have been magically enchanted to do so. It has a simple blood-red orb at one end, inside of which darkness (lieterally and figuratively) swirls about. The orb held there by twisted, entangling wood, reminiscent of vines. It is as longer than Ichthys is tall.
History: During the chaos of the Second Age, Ichthys--or whatever his name was back then--was a dark elf wizard-for-hire who fought on several sides of the devastating series of wars. His staff has been by his side in all those occasions, both as a focus point of his magical energies and as a whacking stick when things got too close for comfort.

The staff was made purely through magic, from the roots of an ancient tree empowered with--surprise, surprise-the powers ancient forest-spirits. It wasn't exactly the nicest thing he could have done, but considering that the tree was cut down by orcs months later and that he's a mad wizard bent on escaping death, it's really that much of a big deal.

The staff had been broken several times, for many who had faced him in his prime as a lich thought it was his phylactery. He wasn't an idiot, of course, to have his phylactery within easy reach--the true vessel of his undeath is, in fact, several planes away, accessible only to him... as most liches do.
 
flyingchicken, you get +10 spending points for each individual character.

Charles, I'm working on it, I'm working on it. The gods of Sekai are not sleeping, in fact, they have been very busy writing several story responses and updating maps and creating classes and other such business. :p

I'll get to it. The delay is mostly because I didn't know if bestshot9 was heading there or not.

Now he is heading there (by the way bestshot9, its your responsibility to keep track of when you get there, not mine), so now I can post an addition to that story in which your guys discover something interesting and some of them die. :lol:
 
Oh No?

Will it be the ecentric and insulting Captain?

He has insulted the gods! ;)

"Hump" said the caption. Turing toward his troopers. "Comeon there is nothing her... AHHHHHHHHHHHHHHHHHH!"
 
Sorry if this was mentioned before, but can mages cast movement magic on other troops, or is it for personal use only?
 
Sorry if this was mentioned before, but can mages cast movement magic on other troops, or is it for personal use only?

Its for personal use only. That also means if you have an army of mages, all of those mages will get the bonuses from movement spells. Paladins get those bonuses as well.

I've been thinking about making it so realms can train all character classes. What are opinions on this? They wouldn't be as powerful as character players still because realms have all sorts of other expenses to worry about and they do not get special items or experience points. It might be interesting to have state-sponsored alchemists as well. I'll think about this.
 
Presumably they will be used as elite specialist units of some kind, as opposed to the cheaper, but less specialised and lower quality main army.
 
Presumably they will be used as elite specialist units of some kind, as opposed to the cheaper, but less specialised and lower quality main army.

Exactly. They are sort of in between the cheap infantry and the powerful characters. Groups of them would be more specialized to take on powerful characters that might be threatening a realm's security.
 
Infantryman's Axe
Character: Grothmag Silverhelm
Type: Double-headed axe.
Description: A standard-issue Dorovellian infantryman's axe. With two heads, it is a heavy yet capable weapon, perfect for any Dwarf. Nothing fancy, it is obvious it has seen some use. There is scaring all over the weapon, yet it is still in good condition.
History: Forged in the bowels of the Dorovellian armory, this weapon was issued to Grothmag Silverhelm upon joining the Dorovellian Militia.

Standard-Issue Bow

Character: Norgoth Ironbow
Type: Recurve (not long) bow.
Description: A simple bow, grown in the underground caves of Dorovel. Not a fancy weapon either, but still very practical. In the hands of a skilled archer, very deadly.
History: Made from the branches of the underground trees, this weapon was issued to Norgoth Ironbow upon joining the Dorovellian militia as an archer and scout.
 
If it is ok with you, I would prefer Infantryman Wine to be our best. Not Nohar's Mugs.

And if I may inquire yet again.... when will my kingdom be up? I am eager to see how large it is, and power of my people. ;) (and of course, see the goblins cower in fear of a powerfull human kingdom at their doorstep.) :p
 
One, its up as soon as you fit your template: I will help you If you need any!


EDIT: this is the template, I filled out some and you will finish it. Enjoy!
Kingdom/City-State (name and player name) Nohar/Germanicus
Capital:
Race:Human
Economy:
Reinvestment:
Growth Rate:5%
Hexes:
Improvements: (current improvements completed) (include hex letter/number)
Troops: (current troops owned)
Technology: (current tech known)
Spells/Skills: (current spells/skills known)
Build: (improvements you are building)
Train: (troops you are training)
Research: (tech, spells, or skills you are researching)
Advantage: Permanent advantage, from the start of the game (see rules section).
 
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