Mythic NES

Angelscotboi

Emperor
Joined
Jul 27, 2002
Messages
1,351
Location
Scotland UK
Introduction

"Nirn, an ancient world; home to races good and evil; home to peoples of all shapes and sizes, colours and type; and home to the sick experiment by the Gods of the Universe to see how the classic Good vs Evil struggle will pan out." -- ArTiriean, Ancient Prophet of LaMagra, the Blood God

Welcome to Mythic NES - my third attempt at modding a story NES.
Recently I have found a lot more time on my hands so I decided to have another go at modding.
This NES is based on the Mythical World of Nirn, invented by Civanator who has kindly given me permission to borrow his ideas.

The idea is to have a story NES based on an Earth-like world in a Tolkien/Fantasy setting.

Everyone is of course free to join.

The Rules
Standard story NES rules will apply in this NES unless otherwise stated.

Alignment
There are 5 alignments in the world of Nirn to which every Race and country are a part of. Alignment Governs a Race and Countries overall behaviour - a leader acting in contradiction to his nations Alignment will recieve a Mood penality and possibly other penalities depending on his action.
Also over time Alignments can change.
Pure Good
The Best of the Good races. Those of the Pure Good Alignment are slow to anger and quick to help others in time of need.
The abhor Pure Evil civilizations and can not treaty with them nor can they treaty with Chaotic Evil Civs either; though Pure Good alignment is slow to anger they will eventually move to destroy all traces of the Pure Evil Alignment.
They are also highly resistant to corruption, subversion and perversion.
Chaotic Good
The most common group of Good races. Those of the Chaotic Good alignment tend to act in the best interests of their people and enjoy aiding their friends; they are however quick to anger and are not invulnerable to the intoxicating affects of the hand of LaMagra(The God Darkness).
They also can not treaty those of the Pure Evil alignment but can make overtures of friendship with the Chaotic Evil alignment.
Neutral
The neutral alignment are the most common group; and stand in the middle of the road. They can treaty with any Civilization and have no penalities for befriending any alignment.
Neutral alignment civs have a hard time remaining in the supposed neutral alignment because the alignments on either side of them constantly struggle to subvert them to their side.
Resistance to subversion, corruption, and perversion is low.
Chaotic Evil
Just left of the Neutral alignment the Chaotic Evil alignment are peoples who have willingly or unwillingly become tainted with the Hand of LaMagra.
Those of the Chaotic Evil alignment are passionate in everything they do from prosecuting a war to aggressively pursuing trade links.
They can not treaty with those of the Pure Good alignment and tend to dismiss them as arrogant.
Pure Evil
The darkest of the dark. The pure evil alignment are dark and secretive - often they work in secret coming in the guise of neutrality or Chaotic Good to subvert those to the cause of LaMagra and to their alignment.
Only when subversion and trickery fails them is their warlike natures revealed in its fury - moving swiftly and in numbers in the rubber stamp of the Pure Evil alignment and other alignments beware for when the Pure Evil alignment moves they are prepared for anything.
The Pure Evil alignment recieves a bonus in Spying and is often able to undermine enemy resistance before their troops even arrive on the battle field so that when battle is finally joined the enemy flees at their mere sight.

The Races
Stock
Stock Races are the central Races you can choose from - some of which are divided into Sub Group Races, but that does not change their basic nature of their Stock Race.
Also if you want you can pick a stock race and create your own "Sub-Group" Race which will be created for you - as long as you give a description of this race and why it became seperate from the Stock.

Elves: The race of Elves began as one people who looked the same - born first amongst all the races upon the world of Nirn in the likeness of LaKyrin; who had the same language and who had the same ideals. These people were called the Eldar, and gradually over time divisions in the ideology of the Eldar formed and they began to argue amongst themselves whose ideology was correct.
Eventually they divided into three factions - The High Elves who followed the originally Eldarii doctrine faithfully, The Night Elves who were faithful to the same Doctrine but intepreted it differently, and The Wood Elves who believed the Doctrine was completely wrong and should be abandoned in favour of more enlightened ways.
After a brutal civil war the Night and Wood Elves were expelled from the ancient Eldar homelands by the victors - the High Elves; and over time the languages, customs and indeed appearances of the three groups became very different.

Orcs: The Orcs are a race born shortly after the birth of the Eldar - crafted by the hand of LaMagra in mockery of the Elves who were created by his nemesis LaKyrin, the God of Light - their dark natures set them at odds with the Elves right away and and friendship between the two is impossible.
LaKyrin attempting to turn the orcs away from LaMagras foul designs introduced them to a Shamanistic, Naturalist way of life which took hold amongst their people and they soon turned away from evil.
However LaMagra went to the orcs homeland and spilled a portion of his blood into the waters of their homelands - ever after he was known as the Blood God for his blood tainted the orcs and enslaved them once again to his dark will and whether or not they can escape this servitude and rekindle the Noble Shamanistic culture introduced to them by LaKyrin remains to be seen.
Orcs depending on whether they worship LaMagra still or have embraced the Mythology Shamanism of LaKyrin or either Pure Evil or Chaotic Good.

http://elfwood.lysator.liu.se/loth/s/a/saunders/charge.jpg.html

Dwarves: After the sundering of the Elves and his failure to turn the Orcs away from the darkness of LaMagra, LaKyrin sought to create a race who would resist the dark touch of the Blood God; for his beloved Elves had fallen apart in Civil War because of the work of LaMagra and the Orcs whom he felt a great pity, he was not able to free from LaMagras touch; he created the Dwarves.
He created them to be tough, strong, and to have an unscalable will. And at first his efforts seemed to bear fruit - the Dwarves became a mighty builder race, surpassing even the Elves in their craft, their power and wealth soon drew the eyes of LaMagra and his Orcish servants who assailed the Dwarves with all their strength.
The Dwarves who had reached the Apex of their power were able to turn away the Orcs and LaMagra, as LaKyrin hoped they would, but in dismay at the destruction caused by the War with the Orcs they sought to withdraw from the world and never again suffer the ravages of war.
And now, thanks to the touch of LaMagra, the Dwarves delve greedily within their mountains and hills seeking only wealth and possibly an escape from the world.

Goblins:
The Goblins, much like the Orcs, LaMagra created as a mockery of their rivals - the Dwarves.
LaMagra set around them a binding darkness from which it is not believed any Goblin may be able to free itself - and ordered them to completely wipe out the Dwarves - for by this time the Elves were killing themselves and it appeared to be to extinction so LaMagra need not worry of them.
The Goblins sought out the Dwarves in the deeps of the world and there the two races fought - the Master Builders against the Master Burrowers - and the Dwarves prevailed and forced the Goblins out of the deeps.
LaMagra was furious and in his anger he punished the Goblins and forced them to serve his servants the Orcs.

Skaven: After the failure of the Goblins - who were themselves were near surface and surface creatures not true creatures of the deeps - to destroy the Dwarves, LaMagra fumed. His burrowers, who chased the Dwarves down from the Surface, had failed and he needed to think of another way to destroy LaKyrins prize race.
His answer was the Skaven. He created this race from Rats who lived in the deepest places of the world deeper than the Dwarves had ever seen.
The Rat-Men, Skaven, ascended up towards the Dwarves instead of coming down upon them - so as the Dwarves delved ever deeper they found each other, the Skaven and the Dwarves.
And in many cases the Skaven were able to drive the Dwarves up to the surface.
However the Skaven soon found that they could not survive above ground at all while the Dwarves had no problem in the sunlight - a grave oversight on the part of LaMagra - for the Skaven who had been bred to hate the Dwarves pursued them even unto their deaths on the surface until their numbers because so small that they were no longer able to attack the Dwarves and had to flee back to the deeps of the world.
Skaven can only be Neutral, Chaotic Evil, or Pure Evil.

http://elfwood.lysator.liu.se/loth/t/h/thyamath/skaven_finished.jpg.html

Draconians: LaKyrin desperate to save his Dwarves, and Elves, from destruction at the hands of his foe LaMagra he created the Draconians.
A race of Pure Magic, even more so than the Elves, a race so powerful that the Orcs, Goblins and Skaven would flee before them. A race that would undo the damage LaMagra had done to Nirn. The were a Lizard people, tall and upright, fierce and evil looking but totally pure of heart.
So pure in fact that they viewed ALL other races as impure and unworthy of Nirn, including the Dwarves and Elves, and sought to purge them or enslave them. The Sheer power the Draconians brought to bear against the races of Nirn was astounding and quickly all of the races and peoples of Nirn fell to their domination - those who did not surrender were completely destroyed - the Draconians uprooted mountains, sunk entire islands, and completely altered the landscape of Nirn.
LaKyrin was aghast and LaMagra was furious; and for the second and last time since they joined to create Nirn did the two dieties act in concert. The Ended the Draconian Age in a rain of fire - the destruction caused by the Draconians was nothing in comparason to the destruction wrought by the two dieties in their fury - continents were leveled and new seas carved out, the Emerald Ocean halved in size and the Sirion Ocean doubled in size.
Inspite of the destructive magical power possessed by the Draconians in earlier ages they are a Pure Good people and only a Pure good people.

http://elfwood.lysator.liu.se/loth/r/e/redblade/draconian.jpg.html

Humans: After the End of Ages, LaKyrin and LaMagra placed all the races including what was left of the Draconians into a deep slumber until the day Nirn healed itself for the End of Ages had caused a much damage and the world was no longer safe for any of the races.
During the time in which the races slumbered LaKyrin and LaMagra battled each other in the Heavens, for centuries their battle raged which Nirn slowly recovered and as the Day of Dawning approached LaKyrin finally defeated LaMagra and banished him from Nirn forever.
Returning to Nirn he found the Day of Dawning was near and that he had very little time remaining to work Nirn to his vision, he realised that ever time he tried to create a Race that was better or stronger or purer of heart it ended in disaster and only furthered the conflict between the Evil and Good races, so he sought to create a race which lay in the middle.
A race that was niether good nor evil in time for the Day of Dawning, and his answer was the Race of Humanity - he created Humans to be communal, to come together and bond in a common purpose with the other races and he created them to be completely neutral in the conflict of Good and Evil so that they might one day lead this world of Nirn into peace and prosperity.
But what he did not realise that Neutrality is fleeting and that LaMagra would not remain Exiled forever - one day he would return to wrought pain and misery to the world of Nirn.

http://elfwood.lysator.liu.se/loth/b/r/brock/rune.jpg.html

Sub-Races
Some of the Stock Races were divided either by the Touch of LaMagra or simply by the passage of time so that two or more groups of them became completely sundered from each other.

High Elves: The High Elves were the victorious faction during the Eldar Civil War, long before the Draconian Age and the Age of Slumber. They Believed firmly in the merits of the Light and believed that only the light of Solanii, goddess of the sun, was the only pure Light and they must therefore live forever in her love and grow from her power.
This belief seperates from from the other two Elven Factions who bitterly dispute their view. The High Elves tend to be of the Good Alignments and can not be Evil Aligned at all.

http://www.warcraft3strategy.com/images/prince_021231.jpg

Night Elves: The Night Elves were one of the Factions who lost the Eldar civil war and were exiled from the Homelands. They believe that while Solaniis light is beautiful it is not the only source of it - Lunitarii, Goddess of the Moon, was a better source of the Light for you could directly gaze upon her beauty and not be hurt by it whereas if you attempted to gaze upon Solanii she would blind you as punishment.
This view set them at odds with the High Elves who dubbed them lesser Elves and Dark Elves. The Night Elves usually are of the Good Alignment but unlike their Elven brothers they are an easier target for the Disciples of LaMagra and can therefore be of the Evil alignment.

http://elfwood.lysator.liu.se/loth/r/u/rushdan2/nemale2.jpg.html

Continued Next Post...
 
The Rules Continued

The Races Continued

Sub-Groups Continued

Shadowblood Elves: -Player Created Race by Civanator-No one else may pick this race without his permission Shadowblood Elves - or Shadowbloods as they prefer to be called - are a secretive and mysterious race that arose around the same time as Humans a few short years ago at the end of the Age of Slumber. It is known that they dispute the Human claim to be the Neutral race sent to Nirn to unite it under one banner stating that it is the Shadowbloods who have this right. Whether this is true or not is not known.
They are quite similar to Night Elves in that they share many ideological ideas and bare a resemblance to one another - but Shadowbloods would be greatly offended if anyone ever insinuated anything other than a tenous relationship to the Night Elves and Elves in General.
This race claims to be a Neutral race seeking to Balance the world and races; but no one has ever been able to get close enough to them to find out.

http://www.rpgplanet.com/morrowind/chronicles/mods/index_files/wallpapers/darkelf1024.jpg

Wood Elves: The Wood Elves follow niether Solanii or Lunitarii, they felt the debate over "the Light" was pointless for they knew LyKyrin was the God of all Light and if the Elves should worship the Light at all it should be him they direct their prayers at.
Gaia, Goddess of Nature, made a much more attractive prospect for the Wood Elves for they believed that the lives of Elves were made possible not by Solanii or Lunitarii but by the grace of Gaia and so followed her teachings. This however did not exclude them from target by the High Elves or Night Elves and soon they too were drawn into the Civil war and eventually Exiled.
The Wood Elves are much the same as the High Elves in that they can not be Evil Aligned.

http://elfwood.lysator.liu.se/loth/b/r/brock/elfwolfboy.jpg.html

Hobgoblins: The Hobgoblins were strong willed Goblins who escaped the servitude of their race and hid in the deep places of the world away from its troubles until the Draconian Age and Age of Slumber.
The Hobgoblins retained the strength and power of the race, that the Lesser Goblins lost during their servitude to the Orcs; and over time became sundered from their brethern who now appear as alien to them as the Elves or Dwarves.
The Hobgoblins no longer follow LaMagra because of his betrayal of their race which they still remember; and as such they are an "Evil" aligned race that can also become "Good" Aligned.

Lesser Goblins: Though the Hobgoblins escaped servitude; many didnt and these later became known as Lesser Goblins or just Goblins. After centuries of servitude before the Draconian Age and Age of Slumber they forgot that it was LaMagra who enslaved them and once again returned to the ranks of his followers.
They are usually Evil aligned this race, however some can remember the evils done to their race by LaMagra and can become "Good" Aligned.

http://elfwood.lysator.liu.se/loth/g/m/gmbroers/goblins.jpg.html

Mountain Dwarves & Hill Dwarves: Mountain Dwarves and Hill Dwarves are much the same - their languages are different and legal code different, but their appearance and ideologies have remained similar so that they still proclaim each other to be brethern races.
Mountain Dwarves prefer the Deep Halls of the Mountains, to mine and build; and accumulate wealth - much in the same way as their forefathers.
Hill Dwarves prefer the Shallows of the Hills and to grow things and trade with the other races and accumulate wealth in that manner.
Originally these differences; after the Goblin Wars and the Wars of the Deeps; caused the sundering of the two groups, but after a time they realised that working together was more profitable and more often than not did one find large minorities of Mountain Dwarves in Hill Dwarven communities and vise versa.
Both races of Dwarves tend to be "Good" Aligned but can also be "Evil" Aligned.

http://elfwood.lysator.liu.se/loth/a/m/amf/othonefinara700.jpg.html

Ages of Nirn
Pre-Day of Dawning Ages

Age of Creation - When The Gods came together in Unity and created Nirn; and then set about creating everything upon Nirn.
Age of the Eldarii - Age when LaKyrin created the first people the Eldar and they began their short lived Domination of Nirn before they collapsed into Civil war.
Dwarf Age - The Age of the Dwarves, when their Domination of Nirn came to pass and ended with their isolation in their mountain halls after the Goblin War and War of the Deeps.
Ancient Dark Age - When the Orcs ruled Nirn, and the Elves and Dwarves hid away. This Age ended with the Coming of the Draconians.
Draconian Age - When LaKyrin unleased the Draconians upon Nirn and they began they began their long and terrible holy war against the "Impure" races. This ended with the Cataclysm.
Age of Slumber - When the races were set to sleep while Nirn recovered its wounds from the Cataclysm; and while LaKyrin and LaMarga battled it out for rulership of the planet.

Post Day Of Dawning
Dawn Age (Like Stone age in normal story neses)
Copper Age
Bronze Age
Iron Age
Classical Age
New Dark Age
Low Middle Ages
High Middle Ages
Early Industrial Age
Late Industrial Age
Early Modern Age
Middle Modern Age
Late Modern Age

Passage of Time
Time in Nirn is denoted PC - Post Cataclysm - and the game begins in 0 PC.
0 PC is the equivalent of the "Dawn of Time" on Earth around 5000/4000 BC.
Turns will pass 100 years to a turn initially - it will slow down to 50 years soon after, and then slow down again and again as time passes. :)

Government
Despotism
Clan Tribalism
Caste System
Monarchy
Oligiarchy
City State Republic

Citizen Mood
Citizen Mood directly affect your ability to do ANYTHING and everything you do affects your citizen mood.
If your people are unhappy and you go to war then your troops will fight slightly worse than they would if your people were happy because remember your troops are your people too.

Categorisation of Mood is as Follows: Joyous, Happy, Pleased, Contented, Discontented, Displeased, Unhappy, Furious

You start with Contented.

Economy & Gold
Economy Works by generating Gold for your treasury which you then use to build or expand things such as army.

Economic Levels and Gold Generation are as follows:
Dead = 0 Gold Per Turn(GPT) Also every turn your economy is dead one part of your nations stats will decrease a lot such as army or education. No trade routes can be established or maintainted.
Depression = 0 GPT Also your stats will decrease slightly every turn for as long as you are in Depression. No trade routes can be established or maintained.
Recession = 0 GPT In recession you can barely pay for your services and stats to be maintained. No trade routes can be established or maintained.
Breaking Even = 1 GPT When you are "Breaking-Even" you can pay for all your services and for stat maintenance, and for one trade route. Sometimes there is a little left over to toss around represented by the 1 GPT.
Strong = 2 GPT Strong economies are strong enough that they can afford to expand their powerbase and services/stats and still have enough left over to bank. They can maintain 2 trade routes.
Powerhouse = 3 GPT Powerhouse economies r amongst the strongest anywhere, very few reach this height of economic strength. 2 trade routes can be maintained by this economy.

You start with Breaking Even.

Trade
Trade routes can be established to supplement income at 1 GPT for each route.
From the Classical Ages onward you can establish one trade route.
From the High Middle Ages you can establish 2 trade routes.
From the Early Middle Ages you can create 3 trade routes.
Of course your ability to trade depends on your economy; if your economy dips then the first to be sacrified is your trade - both nations must be able to afford the costs of the route to keep it open.

Costs
Each thing you upgrade costs 1 Gold, to begin with - the cost may increase or decrease as time passes - you will be informed of the change in an update.
Footsoldiers upgrade by 50, Projectile Troops by 10, and Magi by 1.
You get one warship and one transport for a gold.
Also Education, and Religion cost one gold to upgrade per level.
An exception to the rule is Air Forces, they cost 2 gold for one dragon or one griffon.

Education
The same as any other Story NES. Affects Advancement speed.

Levels are as follows: Rudimentary, Insufficient, Reasonable, Good, Great, Wonderful, and MENSA

You start with Rudimentary.

Religion
Religion you can choose for your self - it doesnt matter you have poetic licence.
You however have to fund Religious Works to affect how good or bad they are.

Levels are as Follows: Are there any?, Very Bad, Bad, Reasonable, Good, Great, Beautiful, Opulent.

You start with Are There Any?

Armed Forces
Army
The Army is Divided into Foot Troops ie Swordsmen, Projectile Troops ie Archers, and Magi ie Magicians.
As technology Advances to combined FootSoldiers and Projectile troops - the Projectile Troops Value will merge with Foot Soldiers Value minus the cost for upgrading to the technology and a new Special Forces(ie Marines) value will take its place.
Also as technology advances Magical power will wane and soon dissapear; it will be replaced by an Armour(ie Tanks and APCs) Value.

You start with 100 Foot troops, 50 Projectile Troops, and 10 Magi.
Or in the case of Elven countries 50 foot troops and 100 projectile troops. And for Draconian races will get 50 Foot troops, 10 Projectile troops and 50 Magi.

Navy
The Navy is divided into Warships and Transports.
Warships patrol your seas and defend your shores - or attack enemy warships and transports if you wish.
Transports carry your troops for cross sea invasions they need Warships to defend them.
Transports can not be built until the Copper Age.

You start with 10 Warships and zero transports.

Air Forces
Air-Forces become available in Iron Age when mastery of such creatures like Dragons(Air to Air) and Griffons(Air to Ground) becomes commonplace.
Air Forces will always be divided between Air to Air and Air to Ground and in the Early Industrial Ages your Air Force of Dragons and Griffons will become unavailable as both creatures will become largely extinct during the Middle ages forcing research bending towards replacements.
In the Late Industrial Ages the first replacements for Griffons will be pioneered, and in Early Modern Ages the Replacements for Dragons will become commonplace.

Nation Template
Country Name: (Formal); (Noun): (Adjective)
Race: (Stock - ie Elven); (Subgroup if there is one - ie Night Elven)
Alignment: (Pure Good - Chaotic Good - Neutral - Chaotic Evil - Pure Evil)
Leader Name: (Name); (CFC Player)
Government: (ie Despotism)
Citizen Mood: (Joyous - Happy - Pleased - Contented - Discontented - Displeased - Unhappy - Furious)
Economy: (World Class - Powerhouse - Strong - Breaking Even - Recession - Depression - Dead); (GPT)
Bank: (Gold Banked)
Education: (MENSA - Wonderful - Great - Good - Reasonable - Insufficient - Rudimentary)
Religion: (Name); (Type); (State of Temples: Opulent - Beautiful - Great - Good - Reasonable - Bad - Very Bad - Are there any?)
Armed Forces -
Army: (Footsoldiers); (Projectile Soldiers); (Magi)
Navy: (Warships); (Transports)
Air Forces: (Air-To-Air); (Air-to-Ground)
UU: (Unique Unit for Civ Each Age)
Technological Level: (Dawn Age thru Late Modern Age)
Wonders In Progress: (Current Wonders); (Turns to go)

Day of Dawning

The Day Of Dawning is the day on Nirn at which the Ancient Ages officially Ended and the New Ages began.
All races awoke all across Nirn to find it changed from what they knew; and a new race has arisen also - Humans.
From now on the Fate of Nirn is up to you.
 
Map Of Nirn at Day of Dawning



Map of Nirnian Regions at the day of Dawning

 
Player Nations=

Country Name: Marauder Clan ; Marauders : Marauder (Red)
Race: Orc
Alignment: Chaotic Evil
Leader Name: WarChief Gragun - Emu
Government: Clan Tribalism
Citizen Mood: Contented
Economy: Breaking Even : 1 GPT
Bank: 1
Education: Rudimentary
Religion: Orcish Mythology; Shamanism; State of Temples: Are there any?
Armed Forces -
Army: 200 Grunts, 50 Axe Throwers, and 5 Shamen
Navy: 10 Warships; 0 Transports
Air Forces: 0 Dragons; 0 Griffons
UU: Tribal Warrior (50)
Technological Level: Dawn Age
Wonders In Progress:

Country Name: Jimbonite Empire; Jimbonites; Jimbonite (Green)
Race: Orcish
Alignment: Pure Evil
Leader Name: Dark Chieftain "Evil Jimmy"; china444
Government: Despotism
Citizen Mood: Contented
Economy: Breaking Even ; 1 GPT
Bank: 2
Education: Rudimentary
Religion: LaMagranite; Monotheism; State of Temples: Are there any?
Armed Forces -
Army: 50 Grunts, 50 Axe Throwers, and 12 Dark Shamen
Navy: 10 Warships; 0 Transports
Air Forces: 0 Dragons; 0 Griffons
UU: Mace Warriors (50)
Technological Level: Dawn Age
Wonders In Progress:

Country Name: The (Human) Empire; Men of the Empire; Men of the Empire (Grey)
Race: Human
Alignment: Chaotic Good
Leader Name: Emperor Karl Franz of Altdorf
Government: Electoral Despotism
Citizen Mood: Contented
Economy: Breaking Even ; 1 GPT
Bank: 4
Education: Rudimentary
Religion: Sigmarite; Polytheism; State of Temples: Are there any?
Armed Forces -
Army: 90 Swordsmen; 45 Bowmen; 10 Wizards
Navy: 10 Warships; 0 Transports
Air Forces: 0 Dragons; 0 Griffons
UU:
Technological Level: Dawn Age
Wonders In Progress:

Country Name: The Holy Empire of Dracons' Light ; Draconids : Draconid (Pink)
Race: Draconian
Alignment: Pure Good
Leader Name: Emperor Gorgan the Holy ; erez87
Government: Despotism
Citizen Mood: Contented
Economy: Breaking Even; 1 GPT
Bank: 0
Education: Reasonable
Religion: LaKyrinite; Polytheism; State of Temples: Bad
Armed Forces -
Army: 50 FangBlades; 0 Slingers; 50 Warlocks
Navy: 10 Warships; 0 Transports
Air Forces: 0 Dragons; 0 Griffons
UU: Flight Draconids (10)
Technological Level: Dawn Age
Wonders In Progress:

Country Name: Secronia; Secronians; Secronian (Blue)
Race: Elves; Shadowbloods
Alignment: Neutral
Leader Name: Elder Shadow; Civanator
Government: Despotism
Citizen Mood: Contented
Economy: Breaking Even 1 GPT
Bank: 3
Education: Insufficient
Religion: Shadowism ; State of Temples: Are there any?
Army: 50 Hunters, 100 Archers, 10 Spellweavers
Navy: 10 warships; 1 Transport
Air Forces: 0 Dragons; 0 Griffons
UU:
Technological Level: Dawn Age
Wonders In Progress:

Country Name: Alorenhem; Alorenhemians: Alorenhemian (Yellow)
Race: Dwarves; Hill Dwarves
Alignment: Chaotic Good
Leader Name: Thane Rugdar; AAminion00
Government: Monarchy
Citizen Mood: Contented
Economy: Breaking Even; (1 GPT)
Bank: 2
Education: Rudimentary
Religion: Nirnian Mythology; Polytheism; State of Temples: Are there any?
Armed Forces -
Army: 100 Dwarven Warriors; 50 Axe Throwers; 10 Mages
Navy: 10 Warships; 0 Transports
Air Forces: 0 Dragons; 0 Griffons
UU:
Technological Level: Dawn Age
Wonders In Progress:
 
Non-Player Nations=

Country Name: Grey Havens; Sindarii; Sindarii (Light Grey)
Race: Elves; Grey(High) Elves
Alignment: Pure Good
Leader Name: Lord Cirdan
Government: Monarchy
Citizen Mood: Contented
Economy: Breaking Even; 1 GPT
Bank: 2
Education: Rudimentary
Religion: Nirnian Mythology; Polytheism ; State of Temples: Are there any?
Army: 50 Hunters, 100 Archers, 10 Spellweavers
Navy: 5 warships; 4 Transports
Air Forces: 0 Dragons; 0 Griffons
UU:
Technological Level: Dawn Age
Wonders In Progress:

Country Name: Novindus; Novindians; Novindian (Light Green)
Race: Elves; Night Elves
Alignment: Chaotic Good
Leader Name: High Priestess Tyranna
Government: Caste System
Citizen Mood: Contented
Economy: Breaking Even; 1 GPT
Bank: 2
Education: Rudimentary
Religion: Nirnian Mythology; Polytheism ; State of Temples: Are there any?
Army: 50 Hunters, 100 Archers, 10 Spellweavers
Navy: 10 warships; 0 Transports
Air Forces: 0 Dragons; 0 Griffons
UU:
Technological Level: Dawn Age
Wonders In Progress:
 
Wonders of the World=
 
History of the New Ages=
 
Reserved
 
Keep this
 
Nope!
 
Country Name: Jimbonites; Jimbo; Jimbos
Race: Draconians:Hobgoblins
Alignment: Pure Evil
Leader Name: Evil Jimmy; china444
Citizen Mood: Discontended
Economy:Breaking Even ; 1
Bank: 0
Education: Rudimentary)
Religion: Jimism; State of Temples; Are there any
Armed Forces -
Army: 100 Foot troops, 50 Projectile Troops, and 10 Magi
Navy: 10 Warships; 0 Transports
Air Forces: 0 Air-To-Air; 0 Air-to-Ground
UU: Evil Macemen
Technological Level: (Dawn Age
Wonders In Progress:
 
Country Name: The Empire
Race: Human
Alignment: Chaotic Good
Leader Name: Emperor Karl Franz of Altdorf
Government: Electoral Despotism
Citizen Mood: Contented
Economy: Breaking Even ; 1 GPT
Bank: 2
Education: Rudimentary
Religion: Sigmarite; State of Temples: Are there any?
Armed Forces -
Army: need your help there mate
Navy: need your help there mate
Air Forces: need your help there mate
UU: too be revealed
Technological Level: Dawn Age
Wonders In Progress:
 
I have assigned u three to locations on the map I think are appropriate for your races since u guys forgot to tell me where u wanted to be.
 
Country Name: Light ; (Noun) ?? : (Adjective) ??
Race: Draconians
Alignment: Pure Good
Leader Name: Gorgan ; erez87
Government: Republic or Despotism whatever I can.
Citizen Mood: Contented
Economy: Breaking Even; (GPT)
Bank: (Gold Banked)
Education: Rudimentary
Religion: LaKyrin religion ; (Type) ?? ; Are there any?
Armed Forces - ??
Army: (Footsoldiers); (Projectile Soldiers); (Magi)
Navy: (Warships); (Transports)
Air Forces: (Air-To-Air); (Air-to-Ground)
UU: (Soon to be added)
Technological Level: (Dawn Age thru Late Modern Age)
Wonders In Progress: (Current Wonders); (Turns to go)
 
Country Name: Secronia; Secronia; Secronian
Race: Shadowblood
Alignment: Neutral
Leader Name: Shadow; Civanator
Government: Despotism
Citizen Mood: Contented
Economy: Breaking Even 1 GPT
Bank: (Gold Banked)
Education: Rudimentary
Religion: Shadowism ; State of Temples: Are there any?
Army: 100 foot, 50 projectile, 10 magi
Navy: 10 warships
Air Forces: 0
UU: Unrevealed
Technological Level: Dawn Age?
Wonders In Progress: 0

Shadowbloods came from the Shadow Realm during the Dawn Age, created by the gods. They are the ones who keep balance in the universe between good and evil. When they were created, they were given a relativity to elves, but not much. Most people have heard of them, but fear them because of their inhuman abilities. Shadowbloods don't need food, or sleep. They sit in a shadowy area and regenarate energy. The downside to this is that no one, except a god, can heal them. Also, they have great smelling and hearing senses. Another ability, which is unique to them, is that they can use anger to give them energy, and a select few can use the pain they recieve in battle to give them strength. By legend, Shadowbloods could become invincible.

OOC: A good spot for Secronia would be Tir Ansei ;)
 
I would join this if I wasn't in so many already...
 
Game Starts
Nirnian Year= 0 Post-Catacysm(PC)

Exactly one year ago today all the races of Nirn awoke to gaze upon the clear skies of their world.
Some of them saw the beauty of the stars that they so missed in their slumber, while the world was covered in an endless night; and others gazed upon them for the first time - those who know nothing of the Elder Ages of Nirn and of what came before.

In the year that has passed since the Awakening many of the Elder races consider to be a period of transition and of rediscovery of lands long unseen; therefore it is considered to be a part of the Age of Slumber, considered to be a year where all races were in a kind of half-sleep.

Amongst the First to Awaken was Gragun and his Marauder Clan of Orcs in the Centre of Avakir. Gazing upon the lands around them with Hunger they flew forth from their slumbering place eager to explore and conquer.
And they found nothing around them save the knowledge that they seemed to be housed upon a bottle-neck between two continents. So they continued to search until finally a messenger came before Gragun informing him of the discovered of an ancient temple which somehow survived the cataclysm - the writings in the temple were largely unreadable save one tablet which told of LaMagra's enslaving of the Orcs and the misery he brought.
The tablet also told of the Shamanistic teachings of LaKyrin - and Gragun wanted to learn more; he had the temple torn apart and searched and the more he discovered the greater the hatred he and his Clan felt towards their former Master.
Gragun converted his people to the Shamanistic Mythology which the temple taught and named himself WarChief of the Orcish Clans.

Far south of the awakening place of the Marauder Clan did another enclave of Orcs awaken - those of the Blackrock and Deathclaw Clans. These Orcs were also free of the grip of LaMagra, that is until a Dark Shaman came amongst them from the Awakening place.
This Dark Shaman, known as Jiminraya or "Evil Jimmy" as the Orcs of the two Clans dubbed him, preached the word of LaMagra and soon used his powers that LaMagra had gifted to him long ago to force them back into servitude - not only of LaMagra their exiled Master but to him as well.
He forged the two Clans into the United Jimbonite Empire and named himself Dark Chieftain of this Empire and set about building his army to fufill his dark goals that he reveals only to himself.

Far away from the continents of Avakir across the Sirion Oceans nestled within the Sea of Cardolan lay Tir Cardolan, and upon this Island did an enclave of the Mighty Draconian race hide and sleep.
And upon the End of the Age of Slumber they emerged from their hiding place to observe the landscape surrounding them; on this island they were safe from immediate threats from outside.
Last to emerge from slumber was Gorgan the Holy, the eldest of the Draconian race that remained on Nirn, and youngest child of the late Draconian Emperor who was responsible for the Draconian Wars and the Domination of Nirn by Draconia.
Gorgan the Holy assumed his hereditary right as heir of over the Draconid Empire, and named his people united under the Holy Empire of Dracons' Light i honour of his father Dracon.

Straight west of Tir Cardolan where the Holy Empire of Dracons Light lay, on the island of Tol Birtain was the seeding place of the Humans.
First amongst these Humans to awake to the world of Nirn was the man who named himself Emperor of his people - Emperor Karl Franz of the House of Altdorf.
Karl Franz and his industrious people quickly established hegemony over a small region in the south east of the island continent, and established many small farming communites around the capital "city" of Altdorf - named so for the Emperors Family.

Finally the last of the Races to form a credible "nation" was an Enclave of Shadowbloods on the island of Tir Ansei off the coast of Avakir.
For the first year the Shadowbloods could not select a leader - for none seemed wise enough or strong enough to lead them; but that did not matter for they did not think they needed a leader things wentalong just fine without one.
Shadow, a young Shadowblood thought that this belief was idiotic for he was certain, he could feel it in his heart, that others were out there in this world of Nirn - others who would endanger the Shadowblood people, and if no one else would assume the role of leader then he would.
Shadow stood up before his people and poclaimed his intentions; and they heard and realised he spoke the truth and decided to elect him Elder of the Shadowbloods since no one else was capable or even wanted the role.

5 Kingdoms arose in the first year. And now the stage is set for the New History of Nirn to begin...
 
 
Dude can you move the Empire to the northern most island, the one north of my current one. I want to use a larger island and land mass.
 
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