KnightNES: The Black Sacrifice

nutranurse

Unlikeliest of Slash Fics
Joined
Jan 30, 2009
Messages
2,077
KnightNES: The Black Sacrifice

LO I the man, whose Muse whilome did maske,
As time her taught, in lowly Shepheards weeds,
Am now enforst a far vnfitter taske,
For trumpets sterne to chaunge mine Oaten reeds,
And sing of Knights and Ladies gentle deeds;
Whose prayses hauing slept in silence long,
Me, all too meane, the sacred Muse areeds
To blazon broad emongst her learned throng:
Fierce warres and faithfull loues shall moralize my song.

~Edmund Spenser, Faerie Queene


Update 0: Audience With The Red Queen

Welcome to KnightNES, a NeverEndingStory that aspires to tell the tales of mighty knights as they traverse the treacherous land of Terminus in search of Black Sacrifice, an ancient weapon said to be the only thing capable of staving off the Infernal--beasts of unimaginable terror who now threaten to overwhelm the human world.


Players take on the roles of knights who have been summoned by Gloriana, queen of Terminus and the bulwark against the Infernal. Fearing that her powers alone may not be enough to continue staving off the Infernal Gloriana has tasked the players with a single quest: find Black Sacrifice and bring it back to her.

This NES is based, in part, off of a previous NES by Dance.Down called Discovery NES I: Bethel. Sadly the NES, like most, was an abortive one that only got to two updates before it capitulated. I only take the idea of the NES (as well as another one of Dance.Down's ideas) and no more; KnightNES will not be a strictly storynes. It will have rules; it will have focus; and most importantly it will have an endpoint.

I am limiting the NES to 13 players. I actually need 13 players as that number of knights is important to the game's plot. ;)

Maps

Update 0
Spoiler :
 
Gameplay


Rules

Spoiler Actions :

Each turn a player is allowed 2 action points by default. Players can spend those 2 points as they see fit. Example actions include:

Interact with NPCs
Barter/Trade
Explore a Hex actively
Speak with cohorts/squires
Train your squire
Read tomes
Communicate with other Players

Players can earn more action points through a variety of ways. The most common way is to take on a squire who provides 1 extra action point. Players must specify in their orders what task they are using their squire for.

If actions require a Difficulty Challenge roll then I will inform the player.


Spoiler Combat :

Combat is handled strictly by dice rolls (d20's). When a player enters combat I will roll the d20 (1 for each combatant) and add each combatant's Might (under certain circumstances Mastery can be used in place of Might) to the result. Combat takes place over the course of five rolls/rounds, with each round having a victor and a loser. The combatant with the most 'wins' at the end of five rounds is generally the overall victor, though this may not hold true all the time.

However, a sixth round may occur under certain situations. This round is a 'surprise round' during which one combatant rolls at a penalty while the other rolls normally. Should a surprise round occur it will be factored into the round victories at the end of battle.

Combat is preceded by a 'Combat Situation' during which any outside factors are factored into the upcoming battle. These outside factors range from a player's mental state, to their possession of certain relics, and even to their reputation which may serve to scare away combatants before combat begins.

Might discrepancy is important to these rolls. A player with 10 might will have a hard time losing to a player with 5. Even if player B wins all 5 rounds the combat may end in draw due to the innate strength of player A. It will be hard for a player to determine how much Might discrepancy will influence combat and I want to leave this element up to me so I may influence the outcome of a battle for the benefit of overarching story arcs.

'Devastating Victories' occur when a combatant beats their foe by 11 or more. Devastating victories are often played out as vicious attacks that result in severed limbs, broken weapons, and general carnage. Devastating victories result in a temporary bonus to the victor's next combat roll. If a devastating victory occurs at the end of combat nothing occurs.

I chose to determine combat in this way because I want to represent it as short, brutal affairs. Most combats should end in death or maiming of some sort of one combatant (if not both). I want battles to be climactic affairs and because of the bloody nature of combat in KnightNES I encourage players to find other ways to solve their problems before drawing their swords.


Example Combat:

Player A is facing a Hell-spawn in combat. Player A has 6 Might, the Hell-spawn has 7.

Combat Situation:
Player A has faced--and defeated--many hell-spawns during his travels throughout Faerieland. Its nightmarish gaze does not shake his resolve as it once did.
Player A passes a 'Moxie' Difficulty Challenge against the Hell-Spawns unsettling visage. Player A suffers no penalty and no surprise round is taken. (DC 15)

Round 1:
Player A

14(+6)
20

Hell-spawn

18(+7)
25

Player A lashes out at the Hell-spawn with his sword, but the foul creature bats the mighty weapon aside with one claw and slashes at Player A with the other. Player A barely manages to bring up his shield in time to block the ferocious blow and the force behind threatens to push Player A back.

Round 2:
Player A

18(+6)
24

Hell-Spawn

6(+7)
13
Devastating Victory

But Player A stands resolute, pushing his shield forward against the demon's foul claw and bringing his sword up for a strike which thunks into the hell-spawn's arm. It roars in pain and tries to thrash at Player A, but the knight gives no ground as he wrenches his sword free and brings it down once more into the fell creature's arm. This time it is the hell-spawn's severed arm that thunks onto the ground. (+2 to Player A's next roll)

etc.


Spoiler Difficulty Challenges :

Players will come up against challenges nearly every turn. These challenges will be represented through Difficulty Challenges conducted through rolls. A DC rating appropriate for the task will be assigned as well as a corresponding category. Every DC falls into either Might, Mind, Mastery, Magnetism, or Moxie. DC rolls will be augmented by the player's corresponding stat value.

Example:

Player A wishes to question Lady Caruisti about her absent lord, Pius Gladii. However, she seems reluctant to speak of her missing husband. Challenge: Question Lady Caruisti successfully (DC17: Magnetism)

Player A has a Magnetism of 3

1(+3)

Challenge failed.

Lady Caruisti refuses Player A's questions and even takes them as a slight against her noble person. She calls for her loyal guards to escort Player A from her castle.

As demonstrated in that short example the results of a challenge can fail drastically. Depending upon how much the player fails/succeeds the challenge by, as well as their innate stat score corresponding to the challenge's category, the results will be altered accordingly.

(Basically a knight with 10 Mastery may still fail at scaling a tower, but he will not fail as hard as a knight with 1 Mastery because he posses immense natural ability)


Spoiler Injuries :

Players, squires, and cohorts can all be injured during a variety of scenarios. These injuries tend to take 2-3 turns to heal on their own and incur minor to major penalties to most strenuous activities. What penalties are sustained by the players will be detailed by me. Injuries will come few and far between as I understand that penalties suck and only limit fun.

Travelling on Cautious Travel lets wounds heal faster by 1 turn.


Spoiler Map/Movement :

Terminus is a vast land that can best be described as 'amorphous'. The map will reflect this as hexes will change due to certain events. The map will be divided up into hexes, each hex containing one terrain type and one feature (if a feature is present). Terrain types will have movement costs. More on maps will be revealed once I actually create the map.

Movement will be handled by players declaring a heading in their orders (North East-East-South East-South West-West-North West) and the rate of travel they will use for that turn. Rates of travel are the following:

Cautious Travel
~Movement: 2 Hex
~Bonus to roll against "Search" DC
~Wounds heal faster by 1 turn

Steady Travel
~Movement: 3 Hexes
~No Bonus to roll against "Search" DC
~Wounds heal at normal rate

Hard Travel
~Movement: 4 Hexes
~Passive "Search" action does not occur
~Wounds take 1 extra turn to heal

Each turn, as the players move, they will passively search the hex they currently occupy. To search players will roll against a Difficulty Challenge rating fitting to whatever may be hidden in the hex. The player's roll is augmented by their Mind stat.


Spoiler Relics :

As the players adventure through Terminus they will happen upon magical items of all manners. These items are relics and posses nature-altering powers/properties.

Relics will fall into one of two categories: Combat and Non-Combat. Combat relics are often magical weapons and armors that confer some bonus to the player in combat. Non-Combat relics are a variety of items that can be used to benefit situations, more often than not resulting in a bonus for certain DC rolls. I encourage players to think of creative ways to use their relics and know that just because a relic may be Combat/Non-Combat it does not mean they cannot be used outside/during battle.

In their orders players must specify whether or not they will be using their relics in the upcoming turn. It may not always be wise to wave around your flaming sword or unleash your bag of wind to blow down a tree.

Relics have the following format

Name: The Relic's name goes here
Nature: (Combat/Non-Combat) Details


Spoiler Reputation :

Reputation serves the dual purpose of representing how well a player is known and what they are known for. Reputation is effected by the player's actions and their Magnetism. A high Magnetism may allow players to determine how their actions are regarded, resulting in bad deeds being overlooked or good ones made gooder. A scale from -10 to 10 is used for reputation, -10 being hated for evil deeds and 10 being celebrated for heroics. However, Terminus is a land of duality and a single scale could not hope to encompass a player's reputation. Therefore reputation comes in two forms: General and Specific.

General reputation is just that, general. It is how the whole world, high and low, may react to you. A character with a high (-10/10) score is known throughout all of Terminus and can expect to be treated accordingly.

Specific reputation is a player's reputation amongst certain factions/important individuals. This reputation score is somewhat dependent upon a player's General reputation, but not entirely so. An evil (-10) player may be seen as a hero (10) amongst a witches' coven, while a good (10) player may be seen as a villain (-10) amongst that same faction. Sometimes good factions may disregard a player's general reputation if they hold that player in high esteem for whatever reason. You can expect to see an evil (-10) player being seen as a friend (5) of a goodly-aligned lord if the player has rendered their services to the lord in the past.

Reputation also eeks itself into general interactions. It can make certain Difficulty Challenges harder or easier, and players can even avoid combat entirely if their name strikes fear into the enemy combatant!


Spoiler Squires and Cohorts :

Throughout the game players will attract various individuals to their side. These individuals come in one of two categories: squires or cohorts.

Squires are individuals who have the potential to become life-long partners of the player. They are the only NPC who can be directly influenced by the player's actions (via the Train Squire action). Their temperament, their abilities, and their inventories are all under the influence of the player; an innocent young girl can become a nightmarish she-demon should the player steer her down that path.

Squires also are the only NPC who directly add to the player's action points. This represents the player's ability to send their squire off to do some action. A player must designate whether or not they will be using their squire to do a certain task because if that task requires a Difficulty Challenge it will be the squire's, not the player's, stats used (it will be also the squire who suffers any bad results!)

In combat squires will be represented as a permanent bonus to the player's roll. The bonus is half the squire's Might score, rounding up.

Cohorts are individuals who are separate entities from the player, but for whatever reason choose to travel with the player. Cohorts are not subservient to the player and the player cannot command their cohort to do anything, only suggest.

To represent this cohorts have a bond score ranging from -10 to 10. Bond is how the cohort regards the player. A cohort with a score of 10 sees the player as their closest companion and will willingly die trying to do whatever it is the player asks them to do. A cohort with a score of -10 is an outright enemy who will work against the player at any chance they might get. Normally cohorts leave the player's company at -5, but there are situations when they are bound to a player against their will regardless of the bond score...

Cohorts contribute bonuses to the player. The exact nature of these bonuses differ from cohort to cohort. Cohorts grow and develop their skills naturally (that is with or without the aid of the player) and a cohort a player gained on turn 3 may be a completely different cohort by turn 10. Bonuses can be lost, but are often times replaced with other ones.

The stats of cohorts are hidden from the player, even at a bond of 10.

In combat cohorts chose when to add Might score to the players roll. The frequency of this is dependent upon bond score (or other factors which compel cohorts to aid players). Cohorts add 1/2 of their Might score, rounding down.


Spoiler Stats :

All important figures in the game have five stats: Might, Mind, Mastery, Magnetism, and Moxie. What these stats encompass are the following:

Might
Might is perhaps the simplest of the stats and represents one thing: physical strength. This stat is directly tied to any action that requires brute force and Might is used during combat to augment combat rolls.

Mind
Mind is a player's intelligence and insight. It most directly is tied to actions that requires thought over action such as figuring out a puzzle, reading a book, or understanding the meaning behind an archaic prophecy. Mind is used when spells are cast, though casting spells is an action no player will have access to at the start of the game.

Mastery
Mastery is the control over their physical body that a player can exert. This directly ties to complex actions that require some manner of nimbleness such as dodging a sprung trap or scaling a slippery wall. Under certain circumstances Mastery can be used in place of Might during combat rolls.

Magnetism
Magnetism is a player's charm. It is directly tied to actions that involve rhetoric to bend others to the player's will. It also determines how readily a player attracts squires and cohorts to their side as well as the initial reaction NPCs will have towards the player. Magnetism also effects Reputation. A high magnetism can result in otherwise awful deeds being explained away as misdemeanors or good deeds made better because people simply look up to the player. Magnetism is not physical attractiveness.

Moxie
Moxie is a player's mental wherewithal. It is directly tied to those abstract challenges a player will face while travelling through Terminus. It is a player's ability to withstand the unnerving gaze of a hell-demon, their ability to push through moments of despair; it allows them to bravely face the most vicious of attacks on their character and remain steadfast during crises of faith.
 
History




Spoiler TERMINUS :

The world beyond Terminus does not matter. Where you came from, who ever used to be your patron, what orders you claimed loyalties to mean nothing in Terminus--and you sense this once you take your first steps into the Last Kingdom.

Geography
Terminus is that vast land you have heard only stories about. It encompasses great deserts, overgrown forests, fetid swamps, spiraling mountains, and rolling plains. Every time the Last Kingdom has been mentioned to you its features are different than the last. As you walk through Terminus you get the sense that the land is not whole, not corporeal. It is as if you are in a dream.

One thing stands out; The red castle of Gloriana interrupts the horizon.


Gloriana

Though at the same time you feel as if the castle belongs in this place. Though it is the first concrete thing you have seen in days that hazy feeling you have had remains as you cross into Gloriana's mighty threshold. The torches blaze and crackle like angry little faeries, their flames seeming contemptuous and disinclined to stay confined.

All along the castle's red walls are tapestries depicting scenes from the Holy Book. The Pancreator smiles down on the world in one, his shine brightening the land below and chasing away its demons. The Pancreator rips himself in twain in another, in this single act becoming Caecum and Lux, the New God and New Goddess of the world. In the next the two quarrel and rend the world in doing so, creating the first mountains and seas and dividing all the worlds peoples in doing so. Lux then triumphs over Caecum and casts her brother into the Deep Pit where he becomes one with his darkness and adopts his hellish role. In the last tapestry Lux sits atop her bright throne, her shining locks descending onto the land like the sun's ray. Sitting next to Lux, just slightly below her a red-headed queen you know to be Gloriana.


You greet the queen in her throne room and you notice that twelve other knights are there and do the same. The Red Queen is known far past Terminus as more than just human. Stories claim that she is the daughter of a Faerie Prince, or an Infernal Lordling or even Lux herself in human form. But these stories are the same ones that describe her kingdom in so many impossible ways. You doubted them, but upon seeing Gloriana in all her crimson glory you feel that one must be true.

The Queen does not speak immediately, leaving you and the others to think uncomfortably for a short time. You recall that bittersweet moment when you told your former patron you had been summoned by the Red Queen they visibly paled, but nodded and said "Yes, you must go." You know that no other had entered the Last Kingdom for centuries, that it was not till the Infernal stood on the doorstep of this existence that Gloriana invoked the ancient laws and called forth the world's champions to stand at her side. You also know that those same champions never returned to their homes.

The Plight
"Knights of the Close-Worlds," Gloriana's words slid between you and your thoughts, "The time has come, yet again, that Infernal threaten us. We have humbled ourselves to ask for your aid in this battle by battling before the war may begin."

Gloriana extended her arm, a supple length of ivory emerged from red sleeves and the porcelain hand attached summoned a red-clad servant from some shadow you had not seen. The woman held a velvet cushion in her hands and nestled atop it were 13 golden rings.

"We present you the Vox-Orbis, they will allow you all to communicate to one another over the great distances you must travel for this task."

"What task, your majesty?" The knight's errant question broke the spell in the air and all eyes turned to him. Gloriana's flashed tyrian for a moment before she spoke.

"We will permit you your answer in a moment. First we must continue our digression by warning you that this task is no easy one. It will lead you to the ends of what you all of the Close-World perceive as existence. You will come upon things you can scarcely dream of--nor wish to. Horrors will hound you, doubt will plague you, and Infernal themselves may make their terrible selves known to you and your swords. Do any of you wish to turn back? You may leave freely and without shame. None here would think less of you... and those that might will come to envy your prudence."

None spoke nor moved, though the air was thick with uneasiness. After a few moments Gloriana spoke.




You all may notice that this is not a traditional history of this world. I am doing that on purpose because I only want to busy myself with creating all the terrible lore surrounding Terminus. I will allow the players to fashion themselves whatever history for themselves that they might wish. I would ask that you keep it setting-appropriate (late medieval-to-early renaissance, please! I will not, however, limit you all to just European-esque backgrounds.) Take what little clues I have given in this history and run wild with it. Just keep the following true:

~Lux is the goddess of this world. She is worshiped.
~Caecum is the god of this world. He is not worshiped.
~Terminus lies at the edge of existence, it is often out of sight and mind, but its name holds a chilling resonance where-ever you might go.
~Gloriana is the Last Queen and holds dominion over the Last Kingdom. Her reign has always been absolute (as far back as stories can tell).
 
Knights


Character Creation

During character creation players will pick one option from three categories. These choices are meant to help shape the character's background and provide initial bonuses to stats. I am leaving descriptions of the options vague on purpose so as to leave players room to fill out with back story as they see fit.

Players will also select one "Trait" and be able to allot 1 point to the M of their choosing.



Spoiler Knightly Style :


There are five knightly styles, each tied to one of the five M's in some way.

Legionnaire (+1 Might, +1 Mastery)
The Legionnaire is the most combat-oriented style of knight. The Legionnaire is the knight who has accepted the grim reality of knighthood. His tongue is not gilded nor are his manners impeccable. He is used to a hard life and gladly is the first to enter the fray and the last to leave--if at all.

Sentinel (+1 Might, Begins game with Destrier (Warhorse; "Heavy"))
Sentinels are knights whose sole duty is to protect. It does not matter what it is, but from atop their destrier they will guard their ward from any and every onslaught. Often times because of their vigilant nature they see their fair share of combat and the Sentinel is arguably more battle-ready than any of the other knights.
*The "Heavy" trait of the Destrier sees Sentinels gaining a +1 bonus to the first round of combat. This is to represent the Destrier's mighty charge.

Paladin (+1 Mind, Begins game with random lesser relic)
Though all knights are paladins, only the Paladin may truly call himself a holy protector. He does not share the love of combat that the Legionnaire or Chevalier might have, instead valuing the intellectual merits of ancient scriptures, monastic orders, and holy priests. However, he is no simple layman. He wields his blade as fiercely as any other knight, but often only in the defense of some sacred relic.

Gallant (+1 Magnetism, Begins game with general reputation of -2 or 2)
When children are told stories of knights they are told stories of Gallants. These knights are the archetypal knight who can navigate a court as deftly as they can a battleground. They call upon centuries of tradition which has firmly established them as the heroes and villains of many a tale and because of this Gallants are more often known throughout the land better than any other knight.

Chevalier (+1 Moxie, Begins game with Courser (Warhorse; "Fast"))
The quintessential mounted knight, Chevaliers are the imposing warriors who ride into battle upon mighty steeds. They are known for their ability to flit about a battleground with grace and poise as they have been trained from birth to be talented warriors. However, the true hallmark of any Chevalier is their tenacity in battle. It is hard to break a Chevalier, partly because they have it in their minds that they are the true heroes amongst all the knights. Whether or not this belief stems from acumen or insanity tends to range from Chevalier to Chevalier.
*The "Fast" trait of the Courser sees Chevaliers being able to out move their opponents during mounted combat. While mounted any Devastating Victory a Chevalier may earn gets an extra +1 to represent the agility of a Chevalier at critical moments.


Spoiler Patronage :

Being a knight is not just hard because of the dangers they face in combat... it is also damn expensive! Before coming to Terminus each player enjoyed the patronage of some important figure.

Royal (+1 Magnetism)
You are the champion of a king or queen and are used to attending court. The intrigues that follow most such settings are well known to you. Perhaps you have even taken part in some...

Noble (+1 Might)
You are the champion of one of the many lordlings in this world. Great or minor, it does not matter as regardless of their station they pitted you in battle during one of their many private wars.

Church (+1 Mind)
You are the champion of the Church and have spent as much of your life pouring over dusty tomes as you have cleaving infidels in twain. Your religious life has alloted you with more time to study than most knights and as such your mental faculties are well honed.

Merchant (+1 Mastery)
You are the champion of a wealthy merchant. Drawn from the masses for your talent by a man who accomplished the same you are more used to doing physical activities than most knights who may have underlings to do them.

Self (+1 Moxie)
Somehow you have managed to champion yourself. Whether it is through inheritance or through robbery cover the costly costs of being a knight and excel at it. You may sell your martial services to the highest bidder, or even espouse your own noble cause. Whatever it is that you do with yourself you have tackled more hardships than most and as such are quite used to the creeping feeling of despair.


Spoiler Orders :

While I am allowing the players to freely create/name the knightly order their knights belong to I am forcing each order to fall into one of the five virtues that Lux espouses.

Justice (+1 Might)
Orders of Justice hold the maintenance of order and laws above all else. Through these two things all other virtues will flourish and without them mankind will find themselves in sinful despair.

Holiness (+1 Mind)
Orders of Holiness hold the knowledge of scripture above all else. In Holy Books all other virtues are found and only through knowing the words passed down by Lux and her prophets may mankind hope to find themselves without sin.

Temperance (+1 Mastery)
Orders of Temperance hold the control over one's body above all else. Through restraint you allow in only the virtues and block out the sinful temptations of the world.

Courtesy (+1 Magnetism)
Orders of Courtesy hold social hegemony and knowing one's place within it above all else. Through the regimented world each human can freely greet one another and these greetings are not tainted with envy because every man knows his place is integral in the social order. In these pure environments all other virtues may thrive without conflict from sin.

Chastity (+1 Moxie)
Orders of Chastity hold the control over one's mind above all else. Through restraining your mind you stop any sinful thoughts from propelling your actions. All the other virtues are thus free to exist in your actions without worrying that sinful thoughts corrupt them.
 
Character Creation Cont.


Spoiler Traits :

Traits will come to play an important role this NES. Traits are the only natural way a player can increase their attributes and any/all traits will be given an entry here as they are revealed. Initially only 15 traits are revealed.

"Fierce"
When you commit yourself to something you commit all of yourself. It's actually a bit startling. (+1 Might)

"Hardy"
Your body is used to the hardships of strenuous activities. (+1 Might)

"Energetic"
You find that it takes a lot to tire you out. Whether your wellspring of energy stems from a honed body or natural excellence you manage to outlast others. (+1 Might)

"Logical"
Your mind is a clockwork machine. You put in a problem and produce a solution. Simple as that. (+1 Mind)

"Brilliant"
Your intelligence is not honed, but natural. (+1 Mind)

"Impartial"
You approach things with an ambivalence that allows you to see clearly. (+1 Mind)

"Expert"
You just are good at what you do. It's pretty uncanny. (+1 Mastery)

"Meticulous"
You must make everything perfect. Your drive to do everything just right is so intense that you can accomplish most tasks with ease because you train for it so much. (+1 Mastery)

"Efficient"
You know how to get a task done, more importantly you know how to get a task done quickly. (+1 Mastery)

"Handsome/Beautiful"
You are the visage of physical perfection, so much so that others find themselves forcing themselves to hear you out. (+1 Magnetism)

"Cultured"
You speak several languages, know the heritage of fifteen royal houses, and etiquette is your middle name. (+1 Magnetism)

"Jovial"
You just are a blast to be around. Somehow you always manage to make people smile. (+1 Magnetism)

"Courageous"
You are known to not flounder in the face of fearsome foes and challenges. (+1 Moxie)

"Jaded"
The world has wronged you in some way, but you are not broken. From these injustices you have emerged with a stronger spirit. (+1 Moxie)

"Faithful"
No matter what evils befall you you know that it is a part of a divine plan--a plan that ultimately will benefit you.(+1 Moxie)


Spoiler Character Template :

The time has come for you to create your character! Please use the following template. Delete text as instructed.

Name:
Knightly Style:
Patronage:
Order:
Squire: None
Cohorts: None
Relics: None (Unless you are a Paladin. If so leave this text and I will assign one based upon your back story. Otherwise DELETE DELETE DELETE)
Stats
(Delete This Text) Add your bonuses accordingly. Remember you can spend 1 point on any of the M's.
Might: 2
Mind: 2
Mastery: 2
Magnetism: 2
Moxie: 2
Traits:

Please also include a short backstory involving the nature of your knight's home nation, how/why they are a knight, and at least 1 great deed that they have done to earn themselves the title "Champion of the Close-World" Keep these deeds feasible, i.e. no magic dickery (yet!)


Spoiler How To Write Orders :

Orders are actually a simple affair. They should follow the following format:

Name: Lancelot
Knightly Style: Chevalier
Patronage: Royal
Order: Holiness
Squire: Galahad (Mgt:10/Mnd:10/Mas:10/Mag:10/Mox:10) "Immaculate"
Cohorts: Lady Guinevere (Bond: 10)
Relics: Armor of the White Knight
Stats
Might: 10
Mind: 10
Mastery: 10
Magnetism: 10
Moxie: 10
Traits: "Really Awesome"

Heading: North-West (Steady Travel)
Spend 1 action point on betraying bff
Spend 1 action point on turning into a crazy naked hermit
(Galahad) Spend 1 action point on reprimanding him for being too perfect
(Guinevere) Suggest that she leave Arthur and kick it with the cool kids

-----
That's it! Note that actions can be as complex as you want them to be.


*A note, knights may be women.
*A further note, all knights begin with a horse. If your horse is not a Destrier or Courser then you ride atop a Rouncey, an ordinary, all-around warhorse.
 
Questers


Name: Reef'waah al-Barutabi/Haseri
Knightly Style: Chevalier
Patronage: Noble
Order: The Barutabi (Temperance)
Squire: None
Cohorts: None
Relics:
~Courser(Warhorse; "Fast")~
"An agile warhorse."
Stats
Might: 3
Mind: 3
Mastery: 3
Magnetism: 3
Moxie: 3
Traits: "Impartial"
Reputation: 0

Name: Rodrigo Díaz/Milarqui
Knightly Style: Paladin
Patronage: Noble
Order: Order of the Holy Cross (Holiness)
Squire:
Cohorts:
Relics:
~Runed Rosary(Non-Combat?)~
"Bestowed to Sir Rodrigo by a local priest, this rosary seems unusual due to the archaic runes etched into every bead" Effects Unknown
Stats
Might: 3
Mind: 4
Mastery: 3
Magnetism: 3
Moxie: 2
Traits: "Expert"
Reputation: 0

Name: Garvan Bearach/Adrogans
Knightly Style: Legionnaire
Patronage: Self
Order: Ridire Tintrí Crois (Temperance)
Squire: none
Cohorts: none
Relics: none
Stats
Might: 4
Mind: 3
Mastery: 4
Magnetism: 2
Moxie: 3
Traits: "Fierce"
Reputation: 0

Name: Giovanni of the Sheathed Sword/The Strategos
Knightly Style: Gallant
Patronage: Royal
Order: Order of the White Rose (Chastity)
Squire: None
Cohorts: None
Relics: None
Stats
Might: 2
Mind: 2
Mastery: 3
Magnetism: 5
Moxie: 3
Traits: “Expert”
Reputation: 2


Name: Aradia Dionissia of Tyras/Karalysia
Knightly Style: Chevalier
Patronage: Self
Order: Daughters of Hera (Holiness)
Squire: None
Cohorts: None
Relics:
~Courser(Warhorse; "Fast")~
"An agile warhorse."
Stats
Might: 3
Mind: 3
Mastery: 2
Magnetism: 3
Moxie: 4
Traits: "Beautiful"
Reputation: 0

Name: Julius Octavius/germanicus12
Knightly Style: Sentinel
Patronage: Royalty
Order: Praetorian Guards (Courtesy)
Squire: None
Cohorts: None
Relics:
~Destrier(Warhorse; "Heavy")~
"A warhorse with a formidable charge."
Stats
Might: 3
Mind: 2
Mastery: 3
Magnetism: 2
Moxie: 3
Traits: "Courageous"
Reputation: 0

Name: Dietrich von Marburg, “the Black Fox”/das
Knightly Style: Sentinel
Patronage: Self
Order: Order of the Orb (Justice)
Squire: None
Cohorts: None
Relics:
~Destrier(Warhorse; "Heavy")~
"A warhorse with a formidable charge."
Stats
Might: 4
Mind: 2
Mastery: 2
Magnetism: 3
Moxie: 4
Traits: “Jaded”
Reputation: 0

Name: Phineas the Blind/Anonymoose
Knightly Style: Paladin
Patronage: Church
Order: Order of the Unlit Flame (Holy)
Squire: None
Cohorts:None
Relics:
~Finely Wrought Gold Bracelet With Patterned Inlay~
"Bestowed on Sir Phineas the Blind by the Holy Sisters of Mercy, an order who swore off material wealth but saw fit to give some to Sir Phineas."
Effects Unknown
Stats
Might: 2
Mind: 5
Mastery: 2
Magnetism: 2
Moxie: 4
Traits: “Brilliant"
Reputation: 0

Name: Sir Edwin the Merry/spryllino
Knightly Style: Gallant
Patronage: Church
Order: Order of the Crimson Thistle (Holiness)
Squire: None
Cohorts: None
Relics: None
Stats
Might: 2
Mind: 4
Mastery: 2
Magnetism: 4
Moxie: 3
Traits: "Jovial"
Reputation: 2

Name: Andrey Vastnetsov the Drunk/Kozmos
Knightly Style: Legionnaire
Patronage: Self
Order: Protectors of the Divine Library (Holiness)
Squire: None
Cohorts: None
Relics: None
Stats
Might: 4
Mind: 3
Mastery: 3
Magnetism: 3
Moxie: 3
Traits: "Jovial"
Reputation: 0

Name: Iolite/Eltain
Knightly Style: Paladin
Patronage: Self (formerly The Stone Temple (Church))
Order: The Sapphire Guard (Justice)
Squire: None
Cohorts: None
Relics:
~Silver Harem Choker~
"Forced into your possession by the Sheik you unwillingly served, now that you are free it is a constant reminder of your former captivity. You would love to remove it, but cannot..."
Effects Unknown
Stats
Might: 3
Mind: 4
Mastery: 2
Magnetism: 3
Moxie: 3
Traits: "Jaded"
Reputation: 0

Name: Jacques de Challon/Vertinari118
Knightly Style: Sentinel
Patronage: Noble
Order: L'Ordre des Gardiens du Coeur (Order of Chastity)
Squire: None
Cohorts: None
Relics:
~Destrier (Warhorse; “Heavy”)~
“A heavy warhorse.”
Stats
Might: 4
Mind: 2
Mastery: 3
Magnetism: 2
Moxie: 4
Traits: "Courageous"
Reputation: 0

Name: Ku Yanping/ChiefDesigner
Knightly Style: Gallant
Patronage: Self
Order: Chastity
Squire: None
Cohorts: None
Relics: None
Stats
Might: 2
Mind: 3
Mastery: 2
Magnetism: 3
Moxie: 5
Traits: "Jaded"
Reputation: -2
 
Damn, if that isn't an original and innovative concept, then I don't know what is. You've got my interest, that's for sure, it's more a matter now if I have enough time to properly devote to your NES nutra that it'd deserve.:wallbash:
 
Ha, the point of this NES is actually to be a rather low-stress NES. Much lower than it seems! The most storyworthy thing you'd be required to do is create a background for your character. After that it would just require you to send in simple orders every turn and then read updates! Speaking of orders I should provide sample ones....

...And done! See! Simple.
 
Ha, the point of this NES is actually to be a rather low-stress NES. Much lower than it seems! The most storyworthy thing you'd be required to do is create a background for your character. After that it would just require you to send in simple orders every turn and then read updates! Speaking of orders I should provide sample ones....

What is the plan with character's origins? Would it make sense to say that Lord InsertNameHere was from Yorkshire or Anjou?
 
What is the plan with character's origins? Would it make sense to say that Lord InsertNameHere was from Yorkshire or Anjou?

Well considering that

The world beyond Terminus does not matter. Where you came from, who ever used to be your patron, what orders you claimed loyalties to mean nothing in Terminus--and you sense this once you take your first steps into the Last Kingdom.

Your character can be from anywhere... Even real (or once real) places! You all will discover why as you play the game. Fantasy and history alike can be your background.

EDIT:
Just as long as Lux and Caecum are present in some fashion. Lux, in the Christian sense, is just plain ol' God/Christ. Caecum would be Lucifer/Satan. Also Gloriana/Terminus are known to you all through folk tales and such so those are easy to work in to any origin!
 
Mmmm, I might join tomorrow after I read the entire thing when I am not as tired. I like this idea and the fact that it should be an easy NES not requiring heavy orders.
 
Name: Reef'waah al-Barutabi
Knightly Style: Chevalier
Patronage: Noble
Order: Temperance
Squire: None
Cohorts: None
Relics: None
Stats
Might: 3
Mind: 3
Mastery: 3
Magnetism: 3
Moxie: 3
Traits: "Impartial"

And my +1 into magnetism.

Reef'waah al-Barutabi comes from a long line of knights that serve the bickering lords of Sanayzz, the Jewel in the Desert Sands, a city that surrounds the largest oasis in the world, so big it could be called a lake. The Barutabi (lit. nameless) knights are known for their belief in the balance of the world - to be a generalist and face a stronger foe and exploit his weakness is better than to have a weakness yourself.
Reef'waah became a knight as that is what happens to all the orphans of the city, although many do not survive the training the harsh badlands of Masala, a large valley within distance of the city.
Reef'waah's claim to the title of Champion was stopping the corrupt lord Naas'riya ibn Khaalah al-Jawfufufi revealing the weaknesses of the city to the Bandit Kings, savage men who roam the Sunrise side of the desert and have long coveted Sanayzz. He then led the Barutabi knights and the soldiers of the city against the might of the Bandit Kings' armies. Reef'waah himself slayed the Elder King, and sent the horde scattering to the 12 Winds.

A note on Sanayzz names:
The first name is the birth name. Apostrophes don't really signify anything, just that the parents wanted a child name to mean two things.
Any second names are given names by guilds or lords of the city in recognition of deeds. The Barutabi knights do not take second names. 'ibn' or 'bint' means 'lord of' or 'lady of'. 'Abu' or 'Umm' means they are a male or female servant, followed by the person they are servants of.
The final bit, following 'al' is the surname.
----
That the sort of thing you are looking for?
 
That's exactly what I'm looking for, welcome to the game!

Potential interest!

EDIT: Have 1 question: would we have 2 or 3 action points per turn?

2 Points, I have corrected the entry that caused this confusion.
 
Name: Rodrigo Díaz
Knightly Style: Paladin
Patronage: Noble
Order: Order of the Holy Cross (Holiness)
Squire:
Cohorts:
Relics:
Stats
Might: 3
Mind: 4
Mastery: 3
Magnetism: 3
Moxie: 2
Traits: "Expert"
+1 into Magnetism

Rodrigo is the second son of a high placed Spanish noble. As such, he was expected to join a monastery, since all the inheritance would eventually go to his older brother, Diego, and he would be lucky if he were to gain something at all. The time he spent amongst the monks was well-spent time, as he was able to study beyond the things other noble children were taught by their tutors, and he had expected to be ordained when he hit his eighteenth birthday. However, with the advent of war against the Moors, all able-bodied hands were required, and his father pulled him out of the monastery to train him in the arts of war. It took half a year for the training for Rodrigo to become good enough in the whole fighting thing, but then he came into the war and proved himself a good knight, always fighting for the Crown, the Church and his family. So good was he in war, that his father would eventually pay a blacksmith for a set of sword, armour and lance made especially for him.
Rodrigo's father would die ten years after taking Rodrigo out of the monastery. His brother, upon inheriting the title and lands, sent Rodrigo away, fearful that he would attempt to raise against him. Thus, Rodrigo was forced to live on the ground and on his skills as both a learned man and a soldier. Fortunately for him, after a few years, he was able to gain the patronage of a count who had been, in the past, a page of his father's, and by swearing allegiance to him, he gained lands in which he could live, if not exhuberantly, at least comfortably.
It was then that he received the summon of Queen Gloriana of Terminus, who had apparently heard of his exploits from a traveller and wanted to ask for his help in fighting the Infernal that were attacking the queendom of Terminus. Knowing that this could be a very important thing, he decided to leave for Terminus, carrying with him only his trusty weapons and armour, his noble steed and a small relic the priest of the church had given him, knowing that it might be needed in such a crusade against the unknown and dangerous Infernals.
 
Is the knight named Rodrigo or Diego? (And do you mind if I assign him to some historical Spanish/Catalan/Castilian household?)
 
Because I shouldn't have gone for a walk after writing that:

City and Land
The land of Sanayzz is based around the city of the same name, but stretches for many miles in all directions, having some jurisdiction for many of the surrounding towns.
The technical ruler is the Embalmed King, the mummified remains of the last (and some would say greatest, despite nobody knowing his actual name) king of the city. The line of succession was only allowed for direct heirs of royal line, and the Embalmed King was celibate (yes, this makes no sense). So since then, the city has been controlled by an ever-fluctuating number of lords.
There is no state religion in the city, people being allowed to worship whatever they please, so long as the church pays its taxes.

The Knights
The First King created the Barutabi knights, as he thought that the orphans in the city would be trouble if they weren't doing something. Initially, the knights were loyal only to the king, but since the Embalmed King's death of body, they have served the city (not the lords).
The arms and armour of the Barutabi have been passed down through the generations. 8 of the original 100 full arms and armour sets still survive, the others remade to the point they can't be called original anymore or are lost. When a knight dies and his body is easy to get to, Barutabi squires are sent to receive the fallen knight's equipment. If the equipment isn't easy to get to, it has to wait for some knight to go on a quest to retrieve it.
How equipment is passed on is rather complicated. Each set of equipment has a scroll in the Reading Room. It has the names of all those who wore the equipment, or at least, a good guess. When the equipment is brought in, a mark is set against the name of the last person to wear it, to signify his death. The equipment is then sent to the First Empty Box in the storage area, where it waits its turn to be the First Full Box.
The equipment in the First Full Box is given to the next squire to become a knight, and his name is put on that equipment's scroll. The equipment is supposed to give the wearer the qualities of its previous owners, but, beyond some rare cases, this is just regular superstition.
If there is no old equipment available, more can be made, but this 'virgin' equipment is thought of to be inferior as it does not have history weighing on it (this usually appears to be the opposite of the truth, as newer equipment is usually superior because of more advanced techniques).

Punishment
The lords abhor the idea of prisons, so crime and punishment in the land is solved by the idea that all crime is the theft of something, and the criminals must simply pay the price. This could be simply money, but if the criminal has no money, he is made Abu, or she is made Umm (a clarification of the above post - these terms are only used for criminal servants, not all servants). This name is temporary, for as long as the servant is in service to the family - theft of one item of common food is one day's service. Cleaning graffiti off a wall is however long it takes to whitewash it. Rape or kidnapping is a life's service to the family.
Murder gives a special kind of punishment. It’s seen as stealing from not just the city, but from the spirit of the city. As such, murderers are castrated, branded with the Murderer symbol on their forehead and branded with a number on their back. Their significant others and children must change their name and all mention of the murderer are stricken from record. The murderer becomes Abu Sanayzz, servant of the city for life, with no surname. They are the Nothings, the Empties. They are given a drug in their food that brakes their will.
People of the land, with the family of the victim(s) having priority, can come to an Abu Sanayzz holding pen and use him or her however they want for a day, leaving a deposit of course. How much deposit is given back depends on the condition the Abu Sanayzz is returned in. Fully intact and unharmed lets you get you deposit back. With some cuts or bruises lets one take back most of it. Missing limbs or other major injuries mean the state keeps most of the money (mostly to keep feeding the Abu Sanayzz their gruel and drugs). Killing the Abu Sanayzz accidentally (not that they'll investigate) means one gets none of the deposit back.

Yes, this will probably have no affect on the game, but I came up with it while getting the papers, and it seems a shame to to have it lost to my bad memory.
 
Excellent story/background Haseri, and who says it won't find its way into the game? ;)
 
Top Bottom