LINES-World of Magic

You need a mix of both to be successful. If you've ever played Age of Mythology, the balance system is like that, only to a lesser extent.

About the update. I'll do it when enough people have sent their orders. I've decided that from now on, I'd like orders to be PMed. If you're wondering about who's sent their orders, look on the front page. People with sent orders are green, but their nation's profile is black if they haven't.

Just a little system to help you pick on people who are late on their orders. :D
 
So will it be a rock paper scissors system like those rife in Age of Mythology? (with varients for the different capabilities of the special units)

I.e "Mythic unit">>"Conventional Units">>"Magic users">>"Mythic units">>etc

I like the system for orders! now where did I put those pitchforks? :angrymob: :spank:
 
Ok, I'll send my orders also, just in case...

And I'd like an orange color, if that's okay...
 
Okay, orders needed from Toteone, Cleric, Kal'Thzar, Contempt, and Magenta Man. Orders are due in no later than 16 hours. I don't want this NES to have slow updates on the very first turn.
 
does this mean i have england all to myself? since that guy (im not good with names) left for africa

*hides*
 
Magenta Man. Yup, you've got England AAAALLLLL to yourself. Unless someone joins before you've taken all of the land.
 
History of Gorin Part 2

Merzan was just a boy when he first discovered his ability. While playing a game of tag in the royal palace he tripped and feel, bruising his knee. In childish rage he inadvertently burnt his surrounding friends as they came to help him up. From then on his father (Mirtzig) trained him in secret. Not much is known of how and what Mirtzig taught Merzan but it is clear that Merzan never liked it. Some suspect that Mirtzig taught him the demon arts.

After his training Merzan left his father and the entire nation and went off into meditation. For 10 years he was gone into the northen lands. When he returned it seemed that nothing had changed but then he challenged his father, Mirtzig, for the throne. This was common among the rulers of Gorin and Mirtzig had done the same with his father, but this was different. The battle that came after the challenge was almost as fierce as the war with Dramirta.

Fire spewed forth from the very heavens as they fought. With each blow and clash of flaming rage the ground shook. The palace had been burnt to the ground and everything the surrounding area was dead yet still they fought on and on. For 2 weeks they fought, non-stop until finally Mirtzig gained the upper-hand and struck down Merzan, bringing him to his knees. Mirtzig gave him one last chance to surrender, but Merzan was no where near defeat. In a blaze of flames and clash of fury Mirtzig was killed, yet in swirling tempest of raging fire stood Merzan, eyes a glow with anger.

He stood there, in that exact spot where the Gorin Palace lay, for 2 days, flames swirling around him with the heat of hell itself. When the fires finally died down he finally stirred, as if waking from a dream. He remembered nothing of what he had done, only that he was on his knees before his father before fire blocked his vision.

This was the first documented Arch-Magi for when an Arch-Magi uses his full power his mind goes blank, no doubt, no fear, no love, no hate, no sorrow, simply the rage of the flames. Now Merzan rules Gorin without opposition and is near immortal with the flames he now posses but due to his inner body becoming pure fire he can no long drink any form of water

ooc can't wait for update!! england will be mine!! :evil:

*hides*
 
Name: Karthage
Capital: Karthage
Ruler: Hamilco
Government: Rule by the 12 Noble Houses
Population: 2000
Economy: Stable (3/3/4)
Education: Average
Technology: Bronze age
Loyalty: Tolerating
Army: 100 infantry
Navy: 10 galleys
Magic: 10 Aquamancers (Aquamancy)
UU: 10 Leviathans (amphibious “sea dragon”)
Projects:
Description: Built on the site of two world class harbors, the people of Karthage feel the pull of the sea…

Edit: Story

Hamilco looked down at the harbor. There teams of laborers were scurrying about like so many ants, feverishly loading supplies on to the ships that were pulled up to shore. Ships?!? Nay, they weren’t ships, they were thoroughbred horses, straining at their moorings, ready to fly like an arrow from a bow. Their lines were straight, sleek, smoother than the cheek of a tavern wench. Everything before were mere ships, these, these were the lions of the sea, the gift of the sea gods to man. They were the pinnacle of Karthagian ship building, the ones who would usher in a new era.

Before his eyes, the scene changed. Instead of a harbor filled with small fishing boats, he saw a harbor, filled with warships, with trading vessels, a mosaic of sails. Instead of a sleepy fishing city, a bustling metropolis, trade flowing in the city like blood through a man’s veins. Vendors speaking every known tongue hawking their wares in the streets. Gold flowing like wine at a wedding feast. He saw Karthage, as a queen, the queen of the seas. A jewel whose brightness caused all men to seek it, and when finding it, rejoice with great joy…And then Hamilco blinked and the scene changed again. Changed back to the harbor filled with fishing boats and the ships, the ships that would change the destiny of his city forever.
 
Shouldn't that be "Carthage"?

Btw, Carthage is the most mis-spelled location on this forum, as far as I know...
 
I think he meant to misspell it. Hey, I'll also bet that "misspell" is spelled incorrectly a lot too. :D

Orders still needed from Toteone, Cleric, and Kal'Thzar. You have 1 hour and 45 minutes. Let me explain the system I will use to deal with people who don't send their orders. I will NPC them for that turn, but they won't expand or have their population grow. If they are doing a project or something I will continue it. With all of the remaining eco. points I will train only military.

A little note on population: Building a new city involves sending away 500 people from another city. A city more than one turn old generally grows by 500 population per turn, until it reaches the limit that the surrounding land can produce.
 
Clerics Orders:

Illyria
Capital:Kera
Ruler:Ren
Government:Magocratic Dictatorship(the man with the most kickass magic rules the nation)/Cleric
Population: 2000
Economy: Stable (3/3/4)
Education: Average
Technology: Bronze age
Loyalty: Tolerating
Army: 100 infantry
Navy: 10 galleys
Magic: 10 Chaos Sorcerers (Necromancy)
UU:Possesed Warriors:Great Demons from the Imaterium posses the chosen warriors.They are granted with the ability to breathe fire at the enemies.They also very fast,have a very thick hide and amazing strentgh which makes them virtually invincible on the battlefield.
Projects:

1 eco in Economy
1 eco in Chaos Sorcerers
1 eco in Education

Worship the Blood god.Sacrifice a child or two.
Expand.Build a new city.Grow population.
Look for places where presence of magic is strong.Then use Chaos Sorcerers to taint them so they can become more powerful.
Have Chaos Sorcerers train in the 'Temple of the Damned' so they can learn new,more powerful spells.
--------------------------------
These are rushed orders,since I dont have time.

And Iggy please get rid of the light green color in the PC stats on the first page.It hurts my eyes.
 
Well, my very first NES update. And I've only been NESing since August 10th. Is that a record?

Update I- 2500 BCE

The old are falling, the young arise.
The golden age is over, as is our time.
As the neverending tide tries to wipe us away
We stand adamant. They grow more every day.

-High Priest of Atlantis

In the center of the vast Pacific ocean, a small village has rediscovered part of its ancient history. With the arrival of the magical Tamers of the Sea, they have developed into a strong and wise people. They have expanded further off of their home island of Hawaii, and are constantly exploring for new lands to settle.

In the frigid lands at one of the northernmost points of the new world, the last of the Hyperboreans have landed. They wasted no time in founding a small country, based around Na-Uzuldaroum, in the inhospitable conditions. Their exploration and expansion, however, brought them into conflict with scattered groups of natives. Many of them surrendered and joined the young nation, but the rest were greatly angered. A disorganized attack was launched, resulting in the death of hundreds of natives and 50 Hyperborean infantrymen
(-50 Hyperborean Infantry, +500 population)

Meanwhile, back at home, The Lord in Green has begun construction of a massive gateway that will bring in fire from distant places. Hopefully, it will vastly improve the climate of the region upon its completion.

On the island of Atlantis, things proceed as they always have. But that could not be further from the truth for the two groups of Atlantean exiles. Atlantica has launched a great army against distant Ur. Determined to halt Atlantica's warmongering, New Atlantis has joined Ur's side and launched a surprise attack against its brother nation. Continuing its work on the spread of representation, New Atlantis is attempting to convince the newly-formed nation of Karthage to become a republic.
(-100 New Atlantean Archers, -100 New Atlantean Cavalry. -200 Atlantican Infantry.)

Karthage has has not yet set a stance on the war between these powers, but it has been in no means inactive. Attempts to get nearby farmers have been mostly unsuccessful. Still believing that they are part of Ur, they joined the great nation's army long before explorers found their abandoned lands. Karthage has, however, established towns on Sicily and Malta. Unfortunately, a gang of pirates have been plaguing the fleet. They have sunk a few ships and launched raids on the Sicilian colony. Karthage has withstood this well, but is finding the hit and run pirates hard to eradicate.
(-5 Karthaginian Galleys)

On the island of Britain, Merzan has united his people into the kingdom of Gorin. The nation has expanded into the north, towards the lands of the warlike Picts, who aren't taking kindly to these upstarts. They attacked the northern city, inflicting massive damage on the defense. It was the Pyromancers who saved the day, thinning out the Pict ranks before they could reach the city. But Gorin's army is badly weakened.
(-100 Gorin Infantry)

The nation of Illyria, finally mastering the art of necromancy, have begun to develop as a people. Lead by their mighty chaos sorcerer Ren, they have established their superiority in northern Greece, taking advantage of the many roads and irrigation systems left there by Ur. The rich vinyards and irrigation have fed many mouths, causing a significant increase in population.
(+500 population)

Tripolye, after enduring countless wars with Scythia, is finally on the offensive. After fighting off a weak assault, they launched a counter-offensive against southern Scythia. Some Scythians between the Black Sea and Tripolye have pledged allegiance to Tripolye after their defeats, and the rest either fled or died. The flood of immigrants pouring in from defeated southern Scythia has crowded the nation, triggering vicious battles between various Scythian warlords. But one, who nobody knows the name of, is rising above all of the others, and is threatening to unite the tribes into a powerful nation.
(-5 Oborotni, -50 Infantry, +1000 population)

On the River Niger, a nation called Songhai is growing around the city of Timbuktu. The nation has maintained good relationships with other nearby tribes, so there has been little difficulty in convincing them to join Songhai. And the few tribes who challenged the Tiger King were banished by shows of power with mighty lions.
(+500 population)

Fairly isolated on the other side of Africa, Abyssinia was founded near the headwaters of the Blue Nile by a group of people practicing a form of nature magic, aviantry, which connected them with birds and the winds. Summoning great numbers of Rocs, they have explored far and wide, meeting Songhai, Khemri, and Ur.

The necromancers from the Lower Nile kingdom of Khemri have remained in their cities, further developing their powerful magics. Their vessels explored a little ways up the Nile and into the Mediterranean, but they have only made contact with the Roc-riders of Abyssinia.

In response to Atlantica's declaration of war, Ur has posted patrols on all borders. Also, it has rebuilt the ancient city of Dardanel to serve as a fortress.

In the far east, China's turmoil is reaching a boiling point. The ruling dynasty now controls only the fortress-city of Shanghai, while their many rivals control all of the countryside. Death and destruction are befalling the necromantic kingdom. It seems that not even the magical skills of the ruling family can stop the terrible war.
(-400 Chinese Infantry, -200 Chinese Cavalry)

To China's north, on the southern shores of Lake Baikal, a tribe of Mongol Time-Mages have risen to power over their non-magical bretheren. They are constantly expanding further and further into central asia. When China re-unites, will the Mongols be too powerful to stop? Only time can tell.

And deep in the frozen wastelands of Antarctica, a group of aquamancers who work with ice, have founded a city near the southernmost point in the world. Where they came from, nobody knows, but their persistence will be famed forever-if they survive.
 
Mappity Map Map:
WORLDOFM2.jpg

Note on China: The pink borders are the borders of the various Chinese factions. The black lines are roads.
 
great update!!!! congrates on first official NES Iggy (since this is your first update)
pity i had to loss a couple guys but no matter those barbarians from the north shall suffer dearly!! :evil:

*hides*
 
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