Fantasy NES: Sekai

I'll keep the same classes for my characters, but here's their names for now:

Grothmag Silverhelm - Dwarf Warrior
Norgoth Ironbow - Dwarf Ranger

Both served as officers in the Dorovel military, and both have always been anxious to get out and explore the world. Norgoth has always felt too confined living underground all his life, and Grothmag has just wanted to see where the other races come from. So they petitioned the king of Dorovel to be allowed to leave the kingdom, explore the world, and map as much as possible.

I know, a little generic, but meh, will give me something to build on :P
 
I agree about the one naval unit type.

However, I already posted the first part of the first Chapter of our overall story, so I figure you guys can start talking amongst yourselves and start figuring out a broad strategy/alliances/starting points.

What would be nice is a new version of the map, with the newly added kingdoms and the promised NPC states as well. It's a bit difficult to plan otherwise.
 
I demand to be a Centaur, I shall prove these so called, 'intelligent' beings how wrong they are. (Dwarves and Goblins excluded, they do not know any better. It was all the Humans and Elves who led them astray.)

I will be a single person, no guild, no kingdom, no anything, just a Centaur who loves to eat and kick people. :p (note, eat grass, kick people. Not eat people, kick people)

If you will accept that then great. If not well I may or may not join the game but magic is not really my forte. Just give me men, swords and horses and a good human on human war with no magic.
 
Oh, I don't think I get the beginning stat thing, does the Warrior start with only attack and the ranger start with only terrain negotiation? or do they just receive bonuses to buy those stats? If that's the case, how many spending points do I start with, per character?
 
Just a semi-last minute query: Does the attack stat apply to spells? If it doesn't, my Mage character concept was fairly pointless?

The attack stat is universal, so it does apply to all characters.

I demand to be a Centaur, I shall prove these so called, 'intelligent' beings how wrong they are. (Dwarves and Goblins excluded, they do not know any better. It was all the Humans and Elves who led them astray.)

I will be a single person, no guild, no kingdom, no anything, just a Centaur who loves to eat and kick people. (note, eat grass, kick people. Not eat people, kick people)

If you will accept that then great. If not well I may or may not join the game but magic is not really my forte. Just give me men, swords and horses and a good human on human war with no magic.

Well honestly a human kingdom or human city-state would be better for us at this point than a single centaur.

Oh, I don't think I get the beginning stat thing, does the Warrior start with only attack and the ranger start with only terrain negotiation? or do they just receive bonuses to buy those stats? If that's the case, how many spending points do I start with, per character?

No, the cost of purchasing Attack-specific skills for a Warrior are -1*. A * equals an amount of spending points, I think for characters it is 10. So a skill that is 5* would cost 50 to research, but you need to research all the spells in the tier before it to even be able to research that spell (that is why its a tree).

Each character gets 10 spending points to start out with.

@Massive Attack: I rolled a 4, so you have a starting economy of 700.
 
Fine, I will take a Human Kingdom, only if I can have a Centuar as a pet. ;)

But really, I dont play games that use magic becuase it just complicates things for me is there some simpler way I can understand how this works?

Mainly, do I have to recruit mages and wizards or does the magic come on its own?

Then if I recruit mages and wizards, do I still have to order them to use magic? If so, then I must withdraw, becuase I cannot do that much micromanaging. It is just easier ordering men to attack this wall and take the city than ordering the mages to unleash a fire storm then ordering the men to assualt the wall and take the town.
 
Okay, so 1 * = 10 points, and I get 10 starting points? Then i'll have my ranger focus on being a mountain ranger, and i'll buy the Cartography skill (they are mapping the world, of course :P) and for my warrior, i'll buy the Charge skill, under the attack skill tree.
 
Fine, I will take a Human Kingdom, only if I can have a Centuar as a pet. ;)

But really, I dont play games that use magic becuase it just complicates things for me is there some simpler way I can understand how this works?

Mainly, do I have to recruit mages and wizards or does the magic come on its own?

Then if I recruit mages and wizards, do I still have to order them to use magic? If so, then I must withdraw, becuase I cannot do that much micromanaging. It is just easier ordering men to attack this wall and take the city than ordering the mages to unleash a fire storm then ordering the men to assualt the wall and take the town.

No, there is not that much micromanagement. I suggest you just read the rules, and you will find things are much simpler than you think.

When you research a spell, you have various types of magic-using military units... like a Mage only gets the benefits from Attack magic. So if you research into Attack magic, your mages will be more powerful. You do not have to order them to use a spell or anything, they simply get a + bonus to their attack rating. When you move them into battle, they will fight with that attack rating, using the spells you researched, but you don't have to command them to specifically. The spell names and effects are mostly for when you write stories that involve your attacks, and the good player will write good stories, and thus get get bonuses and advantages.

If you don't want to play a game with magic, I highly suggest you look into other NESes that are not fantasy-oriented, as magic is basically the backbone of any good fantasy simulation. Otherwise, we could play a historical medieval Europe NES.

You could always just focus your money and power on infantry and cavalry and non-magic units, and try to get upgrades for them as much as possible. Your human kingdom could even renounce magic as part of your own personal storyline. Your kingdom could have a bad past involving magic, and thus you have banned it from your kingdom completely.

Okay, so 1 * = 10 points, and I get 10 starting points? Then i'll have my ranger focus on being a mountain ranger, and i'll buy the Cartography skill (they are mapping the world, of course :P) and for my warrior, i'll buy the Charge skill, under the attack skill tree.

That sounds good. Cartography, as in they are efficient at mapping the terrain and knowing what lies within the mountains, what the geographical patterns of mountains are.

I would prefer if all orders would be PMed, with a title Preliminary Orders. Then as we go on next week, Orders 1, Orders 2, etc. And maybe format them like this, for future reference.

Kingdom/City-State/Guild/Character(s) Name
Type: Kingdom, City-State, Guild, Party, Character(s)
Characters: and tell me types of characters, what skills/spells they know for each one
New Economy:
Last Week's Economy:
Current Military (and their location):
Maintenance:
Spells/Skills Known (for each character if needed):
Tech Known:
Territories: hex #s
Spread Realm/Settle Hex: only if you are investing 50% of your economy to spread your realm
Roads: hex #s with roads, and what Level roads they are (Lv1-5, Level 1 giving no movement bonus, Level 2 giving x2 movement bonus, Level 3 giving x3 movement bonus, etc., up to Level 5, 100 gold invested in road for each Level, and can only be within your kingdom hexes)
Purchases (for this turn):
Reinvestment:
Special Notes:

Formatting makes things easier for me, so try to make it look good so its easy for me to read.

Just a heads up to everyone: the Guild technology "Conscription" will be changed to 150 gold, not 250 gold. So if you want to research that now, you can for 150 gold (for all Guild players who are concerned).
 
Okay, question. Do I spend 500 points on pre-NES things for Dorovel, and then send orders, or do I just send orders with my first 500 points?
 
Your kingdom could have a bad past involving magic, and thus you have banned it from your kingdom completely.

Probably because we used magic to destroy a large portion of human civilisation and sent them fleeing far away. ;) Or, at least, that helped.

I re-iterate - information on the planned NPC kingdoms you had previously mentioned would be very useful before I send orders.
 
Sorry everyone! Incidentally Atlanta makes computers hate my touch, finally I found a nice one *ouch!* so I MIGHT be able to send orders: will edit up my history into this post and I think the Evil Dwarves are all dead or ruined right?
 
Randomize my starting location, but: we've been wandering for a while in whatever are considered chaotic-race lands, looking for rumors of dark secrets stored in Ichthys' noggin. Please PM me any secret source of mystical power (an old library of his, which will be likely to be underground given that he's a Dark Elf, or maybe something more esoteric or cheesy like a random accessory or book of power or magics) that Ichthys might remember, and we'll be questing in whatever general location he remembers.

I'll also try to get in contact with the Black-themed Orc guild (Fulton), either after finding out out questing zone is dangerous or on the way. My warrior character will be the one joining, of course. If the questing zone is really dangerous, get Ichthys to show himself to the guild' leader and have them talk about business.

My character physical descriptions are on another computer, but Ichthys is wearing a long robe and a hooded cloak to cover up the fact that he's undead. His companions just tell passers-by that he's some mystical wizard eccentric ****oo (which is half-true, at least the wizard part).

Keep our location secret for the most part, hence the PM.
 
Okay guys, this all looks good.

Preliminary orders just means you send me orders so that you can use your economy and start your adventures. A new set of orders can be sent to me as early as Sunday.

das, I will get some NPC info up on Friday night. I have been having to use the Internet at the public library because my network is busted right now, so I am sort of in between Internet services.

I'll give some vague info, though. There will be a large Orcish kingdom and a sizable Human kingdom, very close to each other, but not quite at war. Not sure where yet. There will be some strange Dark Elf city-states, a coalition of city-states.

Then on some of those islands there will be a presence, I am not sure what I will put over there just yet. There are going to be some sea monsters, and various other "barbarian" creatures such as merfolk and large birdpeople.

Beware. As Dungeon Master, I can be fairly sneaky. :D
 
Swamps on the map are the darkest areas within forests, which I guess are more akin to the swamps found in Louisiana. Other dark areas could also be jungles. I will have some marshes put on at some point and more jungles as well.
 
When we gain experience, artifacts etc over time, will we be able to boost our HP, attack etc as stats? I can't help imagining myself as a powerful being somewhere in the future, charging in lead of das' armies against some random horde. :lol:

It will not be possible with 2 HP, that is. Artifacts and temporary items can boost stats, right? Or will we have to rely on the limits from the abilities we can buy?
 
Characters receive experience from performing tasks and from artifacts. This experience can be distributed among your stat categories, for permanent boosts in your stats (unless they are artifacts, in which case they are usually temporary).

I also plan to have cursed items, which may significantly increase your attack, but bring down your hit points, and you'll have to find another item to un-equip it.
 
History of Du Farthen az Kurlan


'The Father of Dwarves' is where the first Dwarves appeared near the end of the 1st age. Within the dwelling of Vazcar, the firegod, the mighty volcano collasped after centuries during the middle of that age when Vazcar went to forge arms for the fighting armies. Withen, towns developed.

In the second age, The Dwarves of Farthen Dur (name of the mountain) and those of faraway Dorovel routed the Chaotic forces from the mountains. The golden age of Du Farthen az Kurlan ended when they fought with the elves. Dorovel survived as the new capital of the Dwarven Kingdom as Du Farthen az Kurlan fought long and hard.

At the end of the second age, the Rise of Goblins destoryed many Dwarven states, as Dorovel was seiged by trickery by a Goblin Kingdom, Farthen Dur was assaulted through the Cauldra Walls. Wave after wave of wandering tribes of goblines, orcs and humans raced down the walls into the city. Year after Year, only the most quickminded and tough dwarves survived a occupation by a small tribe of orcs. At the end of this age, and start of the next, Dorovel and Du Farthen az Kurlan are the only Dwarven states of this range, the dwarves of both became extremely militant.

Today, both are rising, Dwarves of the valleys deep in the ranges are fighting minor wars against the dominant tribes to own their own state. And the future is uncertain for both.

(So there was a dwarf empire in the 2nd age, then the kingdom of goblins took over, now both are inhabited by generations only slightly educated of their history: only Throgrimm's and Ashkan's generations know from first hand from old grandparents.)
 
Can 'Kingdom Walls' be built in City States? Thanks in advance!

Also, I think this is cheating or a mistake: Trading, then Guilds, then Gunpowder. about 1000 gold. I will check. Maybe have Guilds must have markets and Gunpowder must have ironworks?

Mistake.
 
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