OK, for this long-term idea that I want to gradually flesh out, I am thinking that each player is a Wizard (as I wrote about before). So because of this, each player would need to create a Wizard profile. Here is an example of what I have so far:
Wizard Name / Player Name
Type: Type of Wizard.
Starting Race: Basically your racial preference throughout the game, though other races can be conquered.
Spellbooks: Chaos (#), Death (#), Life (#), Nature (#), Sorcery (#)
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil
Leadership: Iron Fist, Benevolent Lord, Council Leader
Physical Description: What does your Wizard look like?
Each player is a Wizard who has come through the Nether Sphere to the world of Ethereal. Each Wizard is thousands of years old and has explored many planes of the Nether Sphere, yet Ethereal is rich in mana, so all Wizards have gradually flocked to this world and are seeking to expand their empires across Ethereal.
Each Wizard must pick what types of spells they are capable of learning (their magic focus):
(Arcane: A general school of magic.)
Chaos: Warps subjects and spews forth destructive energies.
Death: Drains life forces and raises undead.
Life: Heals and protects.
Nature: Turns the weather against foes.
Sorcery: Bends air to its will and seeks to subvert other magics.
Wizards do not focus in Arcane magic, because it is a general school and all Wizards can learn those spells.
Instead of just choosing one kind of magic, I am thinking that you can divide 10 spell ranks between the 5 schools of magic (not including Arcane). This is staying true to MoM, more or less. So for example 7 spellbooks in Chaos and 3 in Death. You would thus be more proficient in Chaos magic, but would still be capable of learning some Death-oriented spells. You could even divide it so that you have 2 spell ranks in each category, and so you are a jack-of-all-trades, but more powerful spells of a single category would not be available to you. And dividing up these spell ranks only indicates what spells you can research. So researching spells would be a big part of the game, or finding them in dungeons and ruins and stuff.
One note: A Wizard cannot put spell ranks in both Death and Life. Only one or the other.
And then some special Wizard types (Archmage, Channeler, Artificer, etc.) would be available. You would spend some of your starting spell ranks to decide what kind of Wizard you want to be - or you can leave it blank and simply remain a Wizard (and not use up your spell ranks). Still thinking about this.
I also want to have the concept of heroes/champions. These are basically characters that your Wizard can employ. I also really want to include Fame/Unrest, and other ideas like that. But I don't want to complicate things too much (if anyone knows me)!
Some races:
Barbarians (Nature/Death)
Gnolls (Life)
Halflings (Nature)
High Elves (Nature/Chaos)
High Men (Life/Nature)
Lizardmen (Nature/Chaos)
Goblins (Death/Chaos)
Nomads (Sorcery)
Orcs (Sorcery/Death)
Beastmen (Sorcery/Nature)
Dark Elves (Death)
Draconians (Life/Chaos)
Dwarves (Life/Sorcery)
Ogres (Chaos)
Quite similar to MoM, except a few changes: Lizardmen are Nature/Chaos, while Death/Chaos has been changed to Goblins (which are not one of the main races in MoM)... a couple other different things. No more Klackons... changed Trolls to Ogres...
The way this would work is that you have a starting race, which is basically the race of your first city (and perhaps your Wizard's race as well). Then you expand from there, but obtaining the loyalty of other races will depend largely upon what kind of Wizard you are. You can also take over cities/towns by force, acting as a lord with a strict iron fist. You will need to scout out what types of settlements are where, and you will need to find sources of mana for your magic types. The more mana you get, the more you can research spells you can use.
I think I want to focus on spells and not so much improvements for your empire. But I think connecting settlements with roads can be fun for peaceful players - and so can constructing certain improvements. We'll see what I come up with for this part!
On the profile area, I have what kind of leader you are listed. I was thinking of three different ones. You could be a Wizard that wants to conquer tons of different races and exploit them - basically a tyrant. Or you can be a grand uniter, creating a council of races and trying to have some sort of "democratic" grouping of the cities you have conquered / brought under your protection. Or you could be in the middle of those two extremes (Benevolent Lord).
Still working on hammering all of these details out. Like I said, a work in progress I want to gradually flesh out.