Gladinias magic NES

Gladinia

Well, who else
Joined
Oct 11, 2003
Messages
303
Location
The mountains of Tayem-Ayem
The year is 8 AM*. It is the dawn of Magecraft and Civilization as we will know it. Sorceresses and wizards and magi in all lands are at last beginning to harness the untold power of magic, but even the greatest of the diviners, necromancers and oracles cannot see the future...

In this NES you will not have standard armies such as spearmen or archers. You will have different sorts of mages such as 30 Wind mages, 20 Mana mages, 10 Chaos mages, and a secondary part of the army, the allies called by the mages(Creatures, spirits and so on.). Battles will depend heavily on you writing tactics, and a little bit upon terrain, use of terrain ie. I will do most of the casualties, wins, surrenderers etc.

Instead of trade routes, you can build magic gateways into the other land. It is not advised to make war on the people that you have a gateway to.
Gateways are not easily destroyed

When you want to expand, tell me, and i will edit it into a map. Expansion rates differ from time to time.

Economy is replaced by Country Mana. This represents the amount of tappable mana in your holdings. This affects the amount of mages you can recruit, and how they do in battle. Country Mana will be replenished after time, but usually your mages will use it faster than it replenishes. It will grow when you expand into new lands. It will grow by a lot with certain random events that I will deal out.
Mage recruitment per turn is maximum of 5 for 1 Country mana. Your country mana does not get drained when you recruit mages, only when they do magic!
You can build mage schools for mages, or you may recruit some types of mages from the countryside, or just wait for them to turn up by paying mages well in your army. Mages are very greedy.


You can of course build cities, roads, wonders etc. It's up to you.


Here is a short list of mage types. Feel free to invent some yourselves, but please make them realistic. If they are too unrealistic, I can veto them.

Fire
Water
Earth
Wind
Mana
Life
Chaos
Nature
Meta
Divination
Conveyance
Summoning
Illusion
Animal
Death

You can combine several of these, for example: Fire+Wind+Animal+Nature=Summons Dragons
or: Conveyance+Death+Summoning=Portal to the netherworld. Summons undead.

This NES is pretty loose, but I am asking oyu now to PM me first if you have any new or unusual ideas.



*8 After Magic.
 
Starting map.

As you expand, you may say things like "At the foothills of the Quagazar Mountains..." and invent rivers and mountains et
 

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Nation Template:

Country Mana:2
Civfanatics name:
Colour:
Country:
Ruler:
Government: Monarchy/Magerule/Oligarchy
Age:Early AM
Army: 30 ?? Mages (may be split)
Wonders:

Also write where you want to start.

Orders:
Try not to do too much on a turn. (If you write a good story, of course, you might be excused of course) I might not do everything in the update, so write top-priority things first.

You can post now.:eek:
 
nation list:

Country Mana:2
Civfanatics name: Erik Mesoy
Colour: Yellow
Country: Garch
Ruler: King Orobos
Government: Monarchy
Age:Early AM
Army: 7 Wind Mages, 17 1/2 Illusion mages, 8 Death mages, 8 Meta mages 10 conveyance mages
Wonders: [Begin construction of: Palace of the Black Winds. Effects: +1 Country Mana, +10 wind mages, +10 death mages (3/6)]

Country Mana:1 of 2
Civfanatics name: TerrisH
Colour: light brown
Country: Kri'tisk
Ruler: Shir'kita
Government: Comunal subconsiocious(a low grade hive mind)
Age:Early AM
Army: 10 Conveyance, 10 Temporal, 5 aquamancers, 5 animal, 15 nature 5 fire
Wonders:[Begin project: Shirn-kra(magic roads): Greatly enhanced internal teritorial movement. +1 country mana. +5 Conveyance mages.(3/5)]

Country Mana:3
Civfanatics name: madviking
Colour: light green
Country: Madvikings
Ruler: King Olaf
Government: Monarchy
Age:Early AM
Army: 10 fire 17 water 8 death 5 chaos 5 wind
Artefact: The Murbling Stone; One may draw one CM from TMS per turn
Wonders: Finished: Sailing Magic, +5 wind mages, increased naval vessal movement

Country Mana:2
Civfanatics name: Dreadnought
Colour: purple
Country: Morsand
Ruler: King Oronius II
Government: Monarchy
Age:Early AM
Army: 15 Death Mages, 25 Chaos Mages
Wonders:

Country Mana:2
Civfanatics name:Kentharu
Colour:Red!!!!!
Country:Loki-Sorda
Ruler: Losferto
Government:Citizen Monarchy
Age:Early AM
Army: 10 illusion mages. 10 earth mages, 5 conveyance, 15 death
Wonders:[Beginning project: Shadow Golems: summons golems from the earth that can consume both gold and people to regain health and use illusion to move about the battle quickly (1/3)]

Country Mana:2
Civfanatics name:Toteone
Colour:Sky-blue
Country:CJHollyStampout
Ruler:TOTEONE!
Government:TOTEONE!(Dictator)
Age:Early AM
Army:40 wind mages
Wonders:
 
Sign me up, just like in the last one!

Country Mana:2
Civfanatics name: Erik Mesoy
Colour: Yellow
Country: Garch
Ruler: King Orobos
Government: Monarchy
Age:Early AM
Army: 7 Wind Mages, 7 Illusion mages, 8 Death mages, 8 Meta mages (what's this? magic for other magic?)
Wonders: [Begin construction of: Palace of the Black Winds. Effects: +1 Country Mana, +10 wind mages, +10 death mages ]
 
Country Mana:2
Civfanatics name: TerrisH
Colour: light brown
Country: Kri'tisk
Ruler: Shir'kita
Government: Comunal subconsiocious(a low grade hive mind) (or mage rule, if not allowed)
Age:Early AM
Army: 10 Conveyance, 5 Temporal, 5 aquamancers, 5 animal, 5 nature
Wonders:

map2.png
 
Country Mana:2
Civfanatics name: madviking
Colour: light green
Country: Madvikings
Ruler: King Olaf
Government: Monarchy
Age:Early AM
Army: 10 fire 7 water 8 death 5 chaos
Wonders: start building--> [Sailing Magic, +5 wind mages, increased naval vessal movement]
 

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@Erik Mesoy:Meta magic fiddles with other magic!(Tapping, regenerating, etc. etc.)And where do you want to begin?
@TerrisH: Sure, It's allowed with hiveminds
@madviking: You cannot start with wonders. In the first orders, you can begin building them, but that will take Country Mana and mages of the right type.
 

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Quick Q- how much do wonders cost?
=-=-=-=-=-=//\\:STORY://\\=-=-=-=-=-=​
In the year 4 AM, a tribal leader named Olaf was the clan leader of a tribe called, the Madvikings. Olaf was a lax leader, not intending to be a dictator. He found fun in games, drinking, and plundering vast amounts of treasure, all which will buy him gold and jewels found in the Klova Mountains located to the north and east. There were merchants would travel to such places with heaping amounts of gold, silver, and other precious metals. Garch and Kri'tisk were the most traveled places, for which they have the most profit.

The geography Heimtrond, the capital of the Madvikings, is that it is situated on the Sea Negerat, a sea that stretched across a pool of cold, fish rich waters. On the other end of the sea, was a peninsula that bared the name of Jlov. There were wild animals such as- Jackatas, Heirns and Neberwachs. But, these alien animals did please the palate, being tasty and would be served to the king every Thursday.

On land the land around Heimtrond was mountains and valleys with the biggest sources of iron, bronze and copper in the known world. The minerals were used for making weapons to hunt down the animals and to conquer other areas. And the valleys are rich in streams with clean drinkable water, were used for farming Gorn, a large spherical vegetable that is very pleasant to eat. Being grown nowhere else in the world, it is also a valuable export to other nations.

The land conquered by the Madvikings was rich in arable land making a valuable area. Lots can be sold for 500 MPs! (Approx. 50 US dollars in every MP) Olaf plans to make towns in the valleys to spur growth and make his empire more powerful. Then he will conquer more and more…

more later.................................
 
Thri-shir(builder-prime) chittered to himself and absently scrached his ears with his primary hands. as he walked down the halls of the Makria-sihr(hive-primary). Shir'kita (primary mind) was speaking to him. New works were needed. as the hive grew, Travle between the Makria-sihr and the Makria's-tihr(hives-secondary) were being streached to the limit. and a third of the Makria's-mehr(hives-teriteriy) were not connected at all. no, something would have to be done.
gates were to expensive to used daily. the cost of installing a gate in all the Makria whould be Insane. it would have to be a network of road. the mages of Convayonce and the temporal mages could enchant the road to quicken the moement of those along it. and the other mages could enchant it so travelers wouldn't have to wory about the elements, nor the wild animals.

yes. this would be the best course of action. and Shir'kita was already issiuing the orders to the others. they would have already started the work by the time he arrived. the Makria-tihr on the slopes of 'kir thrall (mountain of smoke) was already dispatching workers to quary the neccisary stone. the mages were gathering from the various Makria's.
---
Orders
Begin project shirn-kra(magic roads): effects, greatly enhanced internal teritorial movement. +1 conetry mana. +5 Convayonce mages.
train 5 Temporal mages.
expand teritorial boindries claimed by the hive.
---
Map
map3.png

Light blue area: the Masive Fresh Waterlake known as Draini'k mrir (Dreams of the stars Lake). it stands 45 ft above Sea level, providing easy irigation of the planed between it and the Sea.
Dark Blue area: krashin mrir (salty big lake). they arent very imagintive, and have no clue how big it actually is.
Purple big dot boardered with white: Primary hive
large purple dots: secondary hives
smal purple dots :teritriry hives
Brown Triangel: 'kir thrall. an active, though relitively peacefull volchano. hence, it's name, mountain of smoke. most of it flows doe the northeast side.
 
i wanna join I WANNA JOIN!!!!!

Country Mana:2
Civfanatics name:Kentharu
Colour:Red!!!!!
Country:Loki-Sorda
Ruler: Losferto
Government:Citizen Monarchy
Age:Early AM
Army: 10 illusion mages. 10 earth mages, 5 conveyance, 5 death
Wonders:[Shadow Golems: summons golems from the earth that can consume both gold and people to regain health and use illusion to move about the battle quickly]

mr mod man guy person :salute: you can pick how much it costs and what mages it needs
I LOVE COOKIES!! YES!!!

EDIT- ill be on that island up north NORTH YES SWEET AWESOME YEA!!! :)
 
Country Mana:2
Civfanatics name: Dreadnought
Colour: purple
Country: Morsand
Ruler: King Oronius II
Government: Monarchy
Age:Early AM
Army: 15 Death Mages, 15 Chaos Mages
Wonders:

Can I be on the tip of the Baja-California peninsula thingy near light green? Not the same one but the one to the east
 
Will do update when I get orders from all, sometime today or tomorrow(Norwegian time.)

I've got orders from TerrisH and expansion orders from madviking.

One thing though, Erik was a bit confused over this: You do not use Country Mana when recruiting mages. You do use Country Mana when doing magic(for example building wonders) How long time building a wonder takes, depends upon your Country Mana. For example, building a wonder that costs six Country Mana, would take two turns for someone with three CM, and three turns for somebody with two Country mana. And so on.
 
Orders:
Build Wonder
Recruit Illusion mages
Expand
 
Sorry, my bad.
 
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