MilarNES IV: Dawn of Ages

Yeah- but in his example he was rolling like 6+dice. So on average he should get 3+ successes. So do more successes mean greater effects?

Like if i spend 10 dice on increasing my naval strength, does it make a difference to the results if i roll 1 success or if i roll all ten successes?
 
If you fail one, you go onto the next dice. If you fail that, you use your third. If you fail that, you use your fourth, etc.

Nope, doesn't work that way.

The way it actually works:
- Say, you have put 10 dice into developing your iron mines, and you have wrote a story about the engineering surrounding said construction, so there is a 60% chance of success.
- I throw 10d10, and get 1, 9, 4, 7, 6, 5, 5, 9, 2. Six out of ten dice have a number equal or below 6 (60% of the maximum, 10).
- Your stats are changed: there is now a new sub-category to Economy called "Iron Mines" which has a 6, meaning you can now use those 6 dice to, for example, create iron weapons or do something else related to iron.
 
So stats should grow, on average, at a rate of 1.5X per turn? Are turns lengths quite long? Will this sort of exponential growth slow as we get closer to the the modern age?

EDIT: Thanks for taking the time to explain these things.
EDIT 2: In light of what you wrote i will be changing my orders slightly.
EDIT 3: Orders resubmitted with an outline of where i would like successful dice to go.
 
Am I correct in assuming that, outside of the current settlements, there's only a few scattered tribes of whatevers? Or is the world more populated?

I also don't think I'm on the map. Besides that, nice update!
 
@Immaculate: more or less, yes. As I said, as time advances, some things will slowly lose their stats as they become obsolete, and enemy attacks or random events might cause losses as well.
@Popcornlord: the former is the accurate thing. However, in a couple of turns we will be seeing NPCs appearing.
 
Vanheim 1: Salt and Blood

When we row we cease to be individual marines but become one. Each stroke of the oar is perfectly timed with every other one. The longboat slides through the quiet dawn shallows with hardly a sound. The men are fresh and we breathe easily. The drummer does not bother with a beat- for now all we need is our heartbeats. There is only the gentle ‘drip-drop’ of water falling from our oars as they lift quietly from the water, turn, and skim along the sea top only to descend quietly back into the waters. When the sea is quiet like it is today, there is a peacefulness unlike any other- a peace that comes not only from the silence but also from the perfect unity we feel. None of us speak or sing. We enjoy the morning. From the shores we can hear the birds speaking to one-another. We see a few ravens and know that they will report our sighting to the Desir. Our oars rise and slide and fall- in unison. If one of us is off, even by a tiny bit, we all immediately feel it. A slight tug in our momentum- a faltering in our perfect rhythm. But we have been rowing for much of our lives- we are Vanir and for the Vanir the sea is a way of life. We know not to compensate for the missed beat, the off-rhythm stroke. If we do, we will lose our unity as we all try to compensate in one way or another. No- we trust that the marine who has lost the stroke will return to the unity we feel. Trust forms the basis for our unity and our unity is our strength. The fishermen and the farmers, they are often astounded at how we can move so silently, how even in the heat of battle we can strike with such coordination without screaming orders at one another. The reason they are astounded is because they have not rowed with us. If they had they would know what it meant to be united with ones brothers.

CoolPrintVikingShip.jpg

We are led by Jarl Hjálmarr Jaerbyn. He sits at the prow of the ship. Because his noble blood is tightly linked to that of the royal bloodline his glamour is particularly strong and we can barely perceive his form through the illusion. From time to time I see movement, like snowflakes catching the sun as they fall lazily from the sky and occasionally I hear his voice as he speaks to the coxswain or works a spell to extend our natural glamour to the ship and our wake. Looking around me I can see the shifting shadows of my fellow marines. We are elite soldiers, freemen or high-ranking serfs and while our glamour is weaker than Jarl Jaerbyn, it is strong enough that most peering into the ship would see only sparkling shadows.

Today we are tracking along the coast, searching for a bay where we suspect one of the lesser human tribes has established a small fishing village. In the past week we have seen evidence of their activity, burnt-out campfires and discarded nets too worn and tangled to bother repairing, fish bones and fragments of broken clay jugs strewn around campsites days to weeks old. We will find these humans and make them slaves. The Jarl’s magicks ensure that we will see them before they know we are here. I know that if a human were to be peering out to sea right now and even should they look directly at our ship, they would see only the grey sea, a few bare islands barely cresting the high tide, perhaps a few birds, and the distant horizon. Jarl Jaerbyn has woven our individual glamour into something greater and cloaked us from the eyes of men and beast alike.

Finally late in the afternoon we spot smoke rising lazily into the windless sky. We stop and rest, chew on some dried herring and take our time sharpening our axes and double-checking one another’s armor. As we do the sky begins to rain very softly. I have not completely broken from my morning’s introspection and I watch the ripples the raindrops make as they fall upon the sea with a detached calmness.

Jarl Jaerbyn gives a quiet order and we slip back behind our oars. Less than a hundreds strokes later we arrive at a sandy shore less than five-hundred paces from the human’s fishing villages. We passed three small skiffs as we approached and one fisherman spent some time peering at us before shaking his head and going back to his work but no one saw through our glamour. We arrive undetected.

We are careful not to splash too loudly as we disembark and race along the sand and rock-strewn shore. The rain begins to come down a bit more heavily and the humans pull their cowls closer over their faces to keep them dry. It will also cut their vision and I smile inwardly, maintaining my calm.

There is no battlecry as suddenly we are upon them. Jarl Jaerbyn drops his glamour magic and spins a wind-charm; suddenly a freezing northern wind is whipping about the camp, striking those who would dare raise a cudgel or spear to us and knocking them flat, leaving them shivering and frost-covered. We race amongst them, striking with the flat of our axes where we can and keeping a close eye on the perimeter to ensure none flee.

Soon the village has been overrun. There were precious few real warriors amongst the village and those who stood against us barely knew what they faced; they saw only shifting glints of light and shadow before an axe would chop their spear in half. We take no causalities.

We sack their huts and tie up their strong and able in ropes. Some will return here but most will be split up from their tribes and will work as slaves in mines, quarries, and farms throughout Vanheim.

As we pack up the slaves and loot, the rain begins to stop. My heart slows and calm returns; I am happy. I am with my brothers, united in salt and blood.
 
Before Turn 1 North War Story


Northern Italy

Doryn ducked into a nearby hole, barely dodging the incoming elemental. Quickly she mumbled a counter spell, dispelling the spirit. She poked her head out of the foxhole, surveying the battle in front of her. The Ilyneinians had caught the Tridians by surprise, a fact clearly displayed by their poor showing in this fight. Already, half of the hastily constructed golems lay prone on the ground, slaughtered by the very armies that claimed to be fighting to protect them.

The line was three hundred feet in front of her, down the steep hill on which she was perched. Doryn was a sniper, a long range Destruction mage who stayed behind the lines and picked off the most powerful enemy casters. She popped out once more, evaluating the clashing lines of infantry and golems far below. The left flank seemed to be sagging, the weak and speedily summoned spirits flagging after only half an hour of engagement. The center, where the veterans and skilled mages were concentrated, was holding, and the right seemed to even be advancing. Granted, that was where the golems were located, but it was a victory nonetheless.

The ground shook as a golem regiment pulled back from the main line, running a hundred feet backwards before turning and charging into the center of the seething mass of disorderly infantry. Faster than Doryn could blink, the foot soldiers coalesced into a compact mass, pointing pikes toward the charge. One after another, the golems impaled themselves on the ends before crumbling with the wind, reduced to the clay they were created from.

She fired off a few quick lightning bolts, aiming for a Summoner directly in front of her, but the shot flew wide and hit a red robes low level Destruction mage. Instantly, fifteen spells flew back at her, dashing uselessly off her shield. In the distance, she saw massive plumes of fire, supposedly the lead Elementalist for the enemy. As she watched, seven men on the already wavering left flanks fell to the ground, frozen to death, his hands still grasping feebly at his chest. In a flurry of magic, another fell, incinerated and burnt to a crisp. His white Illusionist robes fell blackened to the mud, scattering in the wind. Beside him, a healer fell to a strike of water, the water in the air around him driven through his skull.

And still the Elementalist advanced, leaving dead bodies around him. Doryn rose up, unleashing her pent up rage against this man who killed he friends. A ball of pulsing spirits arced towards the Elementalist, exploding around him with the force of hundreds of elementals. The last thing Doryn noticed before she tumbled to the ground, dead, was the Elementalist and the ground around him explode, leaving a massive, empty, crater.

OOC: Revising my magic system a bit. I'll post when it's done.
 
Immaculate approves this story! Its sort of new and exciting to hear about magic battles.
 
@Popcornlord: the former is the accurate thing. However, in a couple of turns we will be seeing NPCs appearing.

I submitted a list of potential NPC nation to Milarqui to fill the map a little bit. I was just going to PM him but it was a fun exercise so i thought i would submit hit here and maybe stimulate some creative juices from the other players (or potentially new players)

Here is what i wrote to milarqui.

I feel you would be well served to post a very brief nation summary with the stats link on the first page so that we can look up a brief overview of nations all in one place at a glance. Things like name, location, color and player, and a two sentence description would be helpful.

North America:
  • Anthropomorphic Big-Horn Sheep people living in the Rocky mountains. Low magic with a strong, gentle culture. Technologically progressive. Isolationist with high mountain rye and wheat farms for short summers in terraced gardens.
  • Human population with a penchant for cannibalism in Northern Ontario/Quebec. These people have been driven to dine upon one another during times of desperation and have learned that in doing so they can gain the strength and power of their victims. Now they are led by a cadre of elite ‘ghouls/windigo’ who demand sustenance. Magic revolves around ritual cannibalism.
  • Great plains- a great place for horse tribes/centaurs buts its already sort of done a lot. What else? Wolf-people or dog-people that run very quickly over long distance- like the Zulu Impi in OTL. Gnolls from D&D as a source?
  • Aztecs: Ritual blood magic and pyramids! Cult of the jaguar and eagle. Obsidian bladed swords. Lots of demons in everyday life- walking around in the streets collecting hearts for their dark masters.
  • Animistic shape-shifters with individual tribes within the nation favoring one animal over another. Shamans from one tribe might be associated with ‘bear’ and favor healing magics and protection while ‘wolves’ might favor combat and ferocity and pack mentality and ‘frog’ might favor… I don’t know… being green I guess. Use totem poles- ‘cause- well they are cool.
  • Florida- has to be something based on the extensive swamps- there a lot of really good options here. Maybe something along the line of alligator people. It should definitely be a semi-aquatic race- preferably with a bit of voodoo like magic. Live in shacks on stilts throughout the region. Lots of necromancy- bodies rising up from the swamps. Spirits haunting it at night. Summoned will-o’-wisps.

South America:
  • Spider riders- or talking spiders. Something with spiders. Maybe half people/half spiders like in the D&D universe. Or spider-riding humans like in Dominion 3 (machaka). Bows and lances and arboreal combat. Yeah- arboreal combat would be awesome- fighting in the high jungles – dropping webs from above- etc. It would be pretty cool- at least on the defensive. In Brazilian jungles.
  • Horse-tribe people (or centraurs?) in Argentina. Maybe people who use the consetallations as a religion with each constellation representing a different aspect of their faith or magic.
  • I sort of think Chile should have something based on its mountains and it’s a good place for a dwarven race- perhaps not your typical dwarves- but more faerie like. Long unkept hair. Not technologically proficient (at least not yet). But give them bows and strong nature and stone magics- maybe based on runes and poetry- or knots –think Gaelic knots. Fey blooded.
  • Venezuala- good guys of some sort- with all the blood magic around you need someone to stand up for the good. Maybe a technologically advanced human nation with little use of magic. Just a strong penchant for siege craft and eventually guns. Maybe even use the oil from lake Macabaco (spelling?- in western Venezuela) where they found all that near- surface oil to serve as a basis for a fire-based war machine? Or you could do something celestial- like paladins and clerics and stuff.
  • Peru- you could go with something based on the Inca. You could even do a continuation of the Chilean druids- same dwarven race- just completely different culture- suggesting a common ancestry. Have these ones affected by the Aztec-like nation to the north and make them blood sacrificing nation like them but with a penchant for the high mountain winds and summoning blood spirits instead of actual demons- ethereal-like constructs of wind and blood- maybe vampiric?

Europe:
  • its pretty full but lacks something like satyrs which would fit nicely here if you are going to use them. Song magic and revelry- lots of nature magic- abhorrence for iron- fey blood.

Africa
  • lizards- there is all that sand- we need a lizard nation- sun and sand- another great option for undead- especially if you go with an Egyptian theme. Make them base their faith/magic around tombs of kings- practice mummification and have the dead take part in day to day life.
  • North-western Africa: Semi-aquatic pirates? Check this out. A major threat in the Mediterranean and atlantic with semi-domesticated sharks and other sea creatures. A fairly minor presence on land with many buildings coming up from out of the sea slightly off the coast.- could also be in south Africa- cape town sort of thing.
  • Sub-saharan jungles: Giants. Jungle giants. Wild creatures- either gentle or savage- both would work. Potentially strong, primal magicks that come instinctually instead of through study.
  • Sub-saharan jungles: Something completely abhorrent and alien-looking- maybe with multiple-legs and arms- maybe insect-based. Loves shadows and darkness. Uses a LOT of poison. Very stealthy. Uses semi-sentient shadows as a weapon and army. Very hostile. I’m thinking something like Alien queens mixed with mantis-warriors from D&D. Deep in the congo would be a good place.
  • Apes- of course- sentient apes. Could go a number of ways with this- either technologically proficient and sophisticated… perhaps with a really rigid caste system based on subspecies of apes/monkeys, etc. Or really savage and warlike. Probably not magically proficient either way.

Middle-East (or central asia?)
  • something along the lines of Caatite-culture or Sumerian culture derived giants. Strong monotheistic faith. Very large (like 50’ high?). Very proud- to a fault. See people and other races as food or slaves and not valuable in much any other way.
  • Ghuls: another cannibal race- these ones bury themselves in the sand during the day and (or are otherwise nocturnal) and will weaken and ‘almost’ die if they do not eat the flesh of sentient creatures but will never really die of starvation. So you have all these desperate, half-starved creatures desperate to fill their bellies. Perhaps led by an genie or efreet caste.
  • Persians- too awesome to ignore. High magics, horses, beautiful stories. You could have efreets and genies here too- so they show up in two races and serve as foils for another and provde narrative continuity.

That’s as far as I got for now. Hope you use some of these.
 
Dumb question, but if we write more than one story, will we get more than one bonus for our rolls?
 
Immac, those are all really cool ideas... I'd like to add this:

North America:
Totemic Shape shifters: People who are able to shape shift into their tribe's totemic animal
Mississippi Mound builder: People who's magic depends on their tribe's Ritual construction of animal shaped mounds (though, I supposed can be combined with the others.
Habitants: People based on Quebecois folklore: Catholic/peasant folklore about devils and angels and whatnot.

South America:
Something based on the Inca Knot Record keeping system. Magic through knots?

Europe:
Pretty full

Asia:
China: Dragon Rider
Mongolia: Mobile cities based on hunting other clans and smaller cities (See, mortal engines.)
India: Rituals to call down powerful avatars of power (Vishnu and whatnot) to conduct war.
Southeast asia: Geurilla warfare by orangutans? (So, groups of intelligent orangutans? Magic based on Buddhist myth?)
 
Just wanted to ask something really stupid : Is there any limit to the amount of dice I can allocate to each of the categories ? The first page had numbers like 28, 19, 14, 22, 16, 16, 22 . The total of which is 137 !
Someone please clarify this.
 
Just wanted to ask something really stupid : Is there any limit to the amount of dice I can allocate to each of the categories ? The first page had numbers like 28, 19, 14, 22, 16, 16, 22 . The total of which is 137 !
Someone please clarify this.

Once more, I shall quote the rules (which is clear you have not read at all):

The Dice Pool. This will be divided between the different sub-stats (for example, if Economy has a Dice Pool of 12, it could be divided in 5 for Mines, 3 for Trade Routes and 5 for Roads) and are the basis for all the actions. When you decide to do something (for example, you want to expand the size of the Mines) you allocate a number of dice to said action (in our example, you could allocate up to 5 dice from the Mines, plus any others from other stats) and, depending on the numbers obtained, you gain new dice in that sub-stat. A sub-stat's maximum is 10.

Please note that it says sub-stat, not stat.

And now that you are here, please FIX your stats.
 
@bonefang: until such a moment that you demonstrate your control over the elemental mathematical ability known as making sums, you shall be considered an internet troll, and The Silent Moon shall be an NPC. Please, take your time practicing sums (I recommend you to use a Math for Dummies book or something equally basic), and then come back and show me that your ability to make sums has improved.
@nuke: I am still awaiting for you to fix your stats as previously indicated. You want an Air Force instead of a Navy? Fine. I have no problem. My problem is with your complete inability to comprehend the simple statement "Air Force cannot have more than a 1" that I have given you several times already. Please, use those neurons in your brain used for comprehension (it is not bad, I assure you so) and comply. Though, your ignoring the use of ships for transportation when you are between two navigable rivers that can be somewhat prone to overflow can (and will) lead to some hilarity. At least, for me. If you do not fix this, I shall do it for you, and you will very probably follow bonefang's path in terms of NPCing.
 
Well, this is great!

I have 6 sets of orders (still missing Popcornlord, nuke, bonefang & Nintz), and bonefang has FINALLY submitted a set of orders that fits the rules!

BTW, nuke, if you don't follow bonefang's example, you are getting NPCed.

Would also love to see more stories.
 
I'm working on one as we speak, I should be able to get it up today.
 
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