Ninja Dude
Sorry, I wasn't listening...
Greetings! Welcome to NDNESVI, an NES that aims to put players into a fantasy setting of their own design. Players will take up the mantles of gods, goddesses, horrors, heroes, rulers, monsters, and perhaps more. This NES will progress in distinct stages:
Stage 1: Players in this stage are required to assume the title of God (or the equivalent of such). The world is fresh; a sea of nothingness easy to bend to your will. Both the terrain of the world, as well as a massive chunk of its lore will be determined during this portion of the NES. Think of it as creating the background for the more "detailed" stages of the NES. It is also important to note that updates in this portion will cover large periods of time, so extremely complex schemes and time-sensitive plots are probably best left for later. Approximate length of this stage is 5 updates. After that will we transition to...
Stage 2: People may play as Gods, legendary heroes, creatures, adventurers, or rulers. Lots of scheming, epic battles, and probably anything else you'd want. Story telling will be a huge factor in this. Updates will cover one year. While there is no set amount of updates we'll be shooting for, there will be times where I'll ask the players if they'd like to do a a more general. sweeping update in order to advance time faster, or to bring us into the third and final stage.
Stage 3: Players can no longer play as Gods, although almost everything else is still on the table that was available in Stage 2. While conceptualized as the stage that focuses more on the actions of rulers and individuals, we will just have to see how the previous stages shake out before planning this stage out completely. Don't want to get ahead of ourselves!
Rules
Different stages and player-types necessitate different rules depending on the player.
Spoiler Stage I is Complete :
Stage I Rules
Spoiler :
God Name/Player Name
Efforts Points: Major/Minor
Description:
Names - Self explanatory.
Effort Points - A God has two different points to spend, Major and Minor. Major points can be spent on massive alterations in the landscape, the creation of some impressive creature/race/construct, or some other act that has a significant "Wow" factor to it. Minor points are spent on things like miracles (extremely unusual weather, transmutation, the animation of something previously nonliving), the altering of a race (taking humans, making some into Dwarves), or bestowing magical powers on someone or something.
Points can be obtained by extending your influence, earning large numbers of followers, being interesting
p), and writing good stories. Stories also give me a better idea of what exactly you are doing with your points. With many abstract and fantastical concepts being thrown about, you will most likely get more mileage out of your points if you describe or show in great detail what you plan on doing with them.
Description - I will describe your God, and perhaps update the description with recent events and interactions if I deem it necessary.
Efforts Points: Major/Minor
Description:
Names - Self explanatory.
Effort Points - A God has two different points to spend, Major and Minor. Major points can be spent on massive alterations in the landscape, the creation of some impressive creature/race/construct, or some other act that has a significant "Wow" factor to it. Minor points are spent on things like miracles (extremely unusual weather, transmutation, the animation of something previously nonliving), the altering of a race (taking humans, making some into Dwarves), or bestowing magical powers on someone or something.
Points can be obtained by extending your influence, earning large numbers of followers, being interesting

Description - I will describe your God, and perhaps update the description with recent events and interactions if I deem it necessary.
At this point, ours is a world rich with backstory, rivalries, legends, and war. I encourage newcomers to read some stories, or at least check out the updates and some of the information on this front page about the various races and types of magic that exist in this world. As this is a NES, there is an emphasis on world-building and collaborative storytelling, and so I think it's only fair to showcase stories written by players on the front page.
Stage II Rules
Keep in mind that players in Stage II can occupy two roles at once, but never on the same same "tier". For instance, I could play as a god and as a state somewhere on the opposite side of the world. I could play as a group of bankers, as well as an individual adventurer, and so on and so forth.God Rules and Stats
Name/Player Name
Annual Actions:
Description:
Given that we are slowing down the pace of the NES considerably and moving towards yearly updates, we cannot have Gods using the traditional system any more (Or else we would run into people raising up continents even other year). Instead, a new point system will be introduced to allow much more subtle but consistent action on the part of the Gods, while still enjoying the wow-factor of being an all-powerful deity at times

Points are divided into Weak/Medium/Strong. A weak point is on par with producing a decently talented mage, blessing a mortal with unusual strength, or increasing fertility in a small area. Weak points are basically minor miracles or events that could potentially be attributed to dumb luck or mistaken for the works of a different deity. Medium points will be undeniable proof of divine intervention. Examples would be smiting a particular mortal with a bolt of lightning, creating a magical item, or appearing as a vision to a holy man. Medium points will be what drives forward many plans and plots, although they still pale in comparison to old Minor Actions. Strong points are almost equivalent to the Minor Actions of Stage I, allowing Gods to birth new races, vastly change the climate of a limited area, or created a massively powerful magic item.
In a given year, the average God can expect about 3 Weak Points, 1 Medium Point, and 0 Strong Points. Accomplishing extraordinary goals, suddenly amassing tons of followers, or otherwise gaining power from elsewhere could potentially result in gaining a Strong Point.
Spoiler God Example :
Borgek/Ninja Dude
Annual Actions: 3/1/0
Description: Wikia Link
Country Rules and Stats
Name/Player Name:
Government:
Leader/Governing Body:
Factions:
-Faction Descriptions
Annual Income:
Annual Expenses:
Military:
Military Description:
Cultural Description:
Description
Name: Self explanatory. This will be the name of a given country, accompanied by the player in control of it.
Government: What type of government controls this government. Given the wide variety of races, the prevalence of magic, and the utter chaos in this world, types of government can vary quite a bit.
Leader/Governing Body: Who is in charge of this country?
Factions: Rarely will everyone in a country be on the same page. Factions represent large and/or influential groups within a country who may or may not be happy with the direction things are going. Factions can lend their support and offer to fund a war they deem as just, or actively conspire to bring destruction to a decaying empire. Each faction will be given a short description to give you insight into their power, level of cooperation, and values.
Annual Income: Another rather self explanatory stat. As of right now, there aren't many commonly used currencies, so we're just going to go with an arbitrary number to represent wealth. This income is how much money the government or administration of a country bring in; a relatively prosperous country with low taxes might be considered rich, but its income will reflect the fact that it has not really tapped into that wealth for spending purposes. Income can be banked, although vast stores of wealth lend themselves to being the target of adventurers, beasts, and corrupt government officials alike.
Annual Expenses:This is a total count of expenses that must be paid every year to ensure things run smoothly. This includes troop maintenance, "other military costs," and domestic spending.
Troop Costs are as follows:
Costs or troops unique to a nation will have the costs listed in their military stats. For instance, most Vahorsehockeye countries receive a discount on their mages, due to relatively high number of mages they possess. Likewise, nations with giants can recruit them for higher prices.5 Infantry : 1 Gold per year
1 Cavalry: 1Gold per year
10 Levies: 1 Gold per year
1 Ship: 50 Gold per year
1 Siege Train: 500 Gold per year
Other military costs include things like fort maintenance, supplying troops on campaign, and producing arms and armor if your nation utilizes non-standard weaponry.
Domestic Spending is a little bit more flexible, but in general you can expect to pay around 500 per city to ensure it functions smoothly, although giving certain cities or regions autonomy may mean decreases in cost. Infrastructure varies in price depending on terrain, population, and the size of a country. Supporting massive constructions, public works, and other such projects are included in domestic spending.
Military: The military in this stage will be based off of End of Empires, with the bulk of many armies consisting of Infantry, Cavalry, Levies, and the occasional Siege Train. However, given the fantastical nature of this NES, there will also be units like dragons, magi, and other such forces on the battlefield that warrant separate stats. These troops will have their upkeep listed separate from other troop types. In order to hire new troops, simply say so in orders and pay their upkeep for that year. However, the quality and makeup of certain troop types isn't uniform across all nations. States ruled by giants may have infantry that is mostly made up of giants, while levies and cavalry comprise of humans and half giants. For fine details like this we move onto...
Military Description: This is a more qualitative stat than the hard numbers of the Military stat. Situations like the one mentioned above would be mentioned here. What type of magi are popular in this state? How skilled are the infantry in this country? Are the levies comprised entirely on the undead?
Cultural Description: This will be a mishmash of the cultures, religions, and races found in this country. It is likely that not all of the mortals in a country have the same religion, or that they are even of the same race. This helps give a quick snapshot of the demographics of a country.
Description: Link to appropriate wiki page.
Figured I'd use Vasheroth as an example, although some numbers and costs might not be finalized. I took some liberties with numbers here; this isn't necessarily canon and Jeho can point out any mistake I made if he wants to

Spoiler Country Example :
Vasheroth/NPC
Government: Draconic Theocracy
Dagoth'ahn, High Priest of Vash
-Court of Dragons: Fanatically devoted to Vasheroth, interested in constantly developing the splendor of Vash'eth. Concerned with outside influences and growing prevalence of blood magic. Comprises of all "official" dragons in Vasheroth.
-College of Magi: Human magi expected to maintain to academic and bureaucratic institutions in Vasheroth. Terrified of their superiors, but growing larger and larger with each new department.
-Slave Owners: Magi that own considerable numbers of slaves. Responsible for the bulk of manual labor in Vasheroth and for executing orders from the College. In favor of expanding borders aggressively. Seeks additional freedom from oversight.
Annual Income: 450,000
Annual Expenses: 385,000
Military: 6,000 Infantry, 45 Dragonlords, 400 Magi (Upkeep 1,200 + 135,000 + 200,000 = 335,000)
Military Description: Extremely large force of magi supported by the largest force of dragons in Creation. Devastating use of magic on the battlefield. Usually unchallenged air superiority. Infantry and levies tend to be of poor quality, while cavalry is almost non existent.
Cultural Breakdown: Society dominated by Vash-worshiping dragonlords and human magi. Worship of Vash verges on Monotheism in higher echelons of society, although Achandasha is occasionally revered for her wisdom. Large underclass of human slaves worship a myriad of gods and spirits in secret, with certain deities banned by the authorities.
Description: Imagine there is a wikia link here.
Government: Draconic Theocracy
Dagoth'ahn, High Priest of Vash
-Court of Dragons: Fanatically devoted to Vasheroth, interested in constantly developing the splendor of Vash'eth. Concerned with outside influences and growing prevalence of blood magic. Comprises of all "official" dragons in Vasheroth.
-College of Magi: Human magi expected to maintain to academic and bureaucratic institutions in Vasheroth. Terrified of their superiors, but growing larger and larger with each new department.
-Slave Owners: Magi that own considerable numbers of slaves. Responsible for the bulk of manual labor in Vasheroth and for executing orders from the College. In favor of expanding borders aggressively. Seeks additional freedom from oversight.
Annual Income: 450,000
Annual Expenses: 385,000
Military: 6,000 Infantry, 45 Dragonlords, 400 Magi (Upkeep 1,200 + 135,000 + 200,000 = 335,000)
Military Description: Extremely large force of magi supported by the largest force of dragons in Creation. Devastating use of magic on the battlefield. Usually unchallenged air superiority. Infantry and levies tend to be of poor quality, while cavalry is almost non existent.
Cultural Breakdown: Society dominated by Vash-worshiping dragonlords and human magi. Worship of Vash verges on Monotheism in higher echelons of society, although Achandasha is occasionally revered for her wisdom. Large underclass of human slaves worship a myriad of gods and spirits in secret, with certain deities banned by the authorities.
Description: Imagine there is a wikia link here.
Group Rules and Stats:
Stage II will allow players to assume control of a group smaller than a country, should they so choose. This could be a guild, a cult, or a band of mercenaries! Players are welcome to be creative with this and to discuss with me any questions they might have about a potential Group they wish to play as. A solid rule of thumb: if it doesn't control enough land to be visible on the map but has more influence than a party of adventurers, then it probably qualifies as a Group. For individual characters and parties of adventurers, see rules for Individuals.
Name/Player Name
Leader or Governing Body
Holdings
Membership
Annual Income
Annual Expenses
Military (if applicable)
Military Description (if applicable)
Group Description
These stats are largely identical to those of a country, with the exception of Holdings and Membership. Other than these two different stats, read everything like it would apply to a country.
Holdings: Lands, buildings, and estates under the control of this group. A guild may have facilities in several cities, while a group of mercenaries might control a single fort on the frontier. Some groups might not even have holdings!
Membership: Describes what kind and how many people are within the group at the moment. Keep in mind that this is all relative; a group of cultists might consider dozens of members to be an all-time high, while a prestigious mercenary company might need several thousand troops and camp followers to consider themselves up to snuff.
For this example, I will take the Order of the Adamant, since they are a decently well known group:
Spoiler Group Example :
Order of the Adamant/NPC
Leader: General Shine McSparklesword
Holdings: Several forts and temples spread throughout the Adamantine Empire, which also serve as popular recruiting centers. Smaller outposts and contacts spread throughout Creation, growing more frequent again near the Celestial Citadel.
Membership: A hardened core group of paladins blessed by Nyubar and Statute, followed by swelling ranks of would-be warriors and eager recruits. Morale is at an all time high.
Annual Income: 15,000
Annual Expenses: 6,000
Military: 2,000 Infantry, 300 Paladins (Upkeep 400 + 3,000 = 3,400)
Military Description: Paladins are exceptionally powerful, but are spread thin throughout the Creation. Small forces of infantry lead by a handful of paladins are used for larger operations.
Group Description: Imagine there is another wikia link here
Leader: General Shine McSparklesword
Holdings: Several forts and temples spread throughout the Adamantine Empire, which also serve as popular recruiting centers. Smaller outposts and contacts spread throughout Creation, growing more frequent again near the Celestial Citadel.
Membership: A hardened core group of paladins blessed by Nyubar and Statute, followed by swelling ranks of would-be warriors and eager recruits. Morale is at an all time high.
Annual Income: 15,000
Annual Expenses: 6,000
Military: 2,000 Infantry, 300 Paladins (Upkeep 400 + 3,000 = 3,400)
Military Description: Paladins are exceptionally powerful, but are spread thin throughout the Creation. Small forces of infantry lead by a handful of paladins are used for larger operations.
Group Description: Imagine there is another wikia link here
Individual Rules and Stats
Name/Player Name
Age
Possessions
Followers
Description
Name: The name of a character
Age: The age of your character. Certain beings might find this stat rather inconsequential if they are immortal or very long lived.
Possessions: A character's possessions will be listed here, obviously. This include their wealth, any land or holdings they possess, horses, exotic pets, ect. It must be of significance though to be listed here. A character's wealth will also be included in this stat.
Followers: If a character is a member of a small party, has a family, or even just a dedicated partner, they will most likely be indicated under this stat.
Spoiler Individual Example :
Adventurer McDude/NPC
Age: 27
Possessions: Kneebiter (enchanted dagger), pony, leather armor, Chromarch-in-a-jar, 5 gold
Followers: 2 Giants hired as dumb muscle
Description: McDude was a lowly peasant until he happened upon a drunken giant picking his teeth with an enchanted dagger. McDude stole the dagger and discovered its unusual qualities, allowing McDude to find work as a professional thief and enforcer for various underground groups. Now McDude is trying to go legit as an adventurer.
Age: 27
Possessions: Kneebiter (enchanted dagger), pony, leather armor, Chromarch-in-a-jar, 5 gold
Followers: 2 Giants hired as dumb muscle
Description: McDude was a lowly peasant until he happened upon a drunken giant picking his teeth with an enchanted dagger. McDude stole the dagger and discovered its unusual qualities, allowing McDude to find work as a professional thief and enforcer for various underground groups. Now McDude is trying to go legit as an adventurer.
It should be noted at you can be almost anything as an Individual; I will permit beings of any race or social status, so long as you show a genuine interest in staying in character. Yes, this includes playing as magical beasts, mundane peasants, and traveling magi. If playing as a non-sentient being, don't expect to have many possessions or followers. However, you will still be updated on...whatever you're doing.
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