Pre Dominion NES

LDiCesare

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Hi all.

I would like to start a new fantasy NES, based on the Dominions game concept.
What's that, you may ask?

Once upon a time, there was a powerful god, the Pantokrator, also called the One, who ruled the world and brang peace to it, banning evil magicks and stopping wars. Unfortunately, he disappeared in a catastrophic event, and now there are all those priests wanting to worship someone, those nations who are leaderless, and those mages who want to use the previously forbidden knowledge.

You can be the new god of this world, but you are not a god yet. You can be an old, fallen titan, a powerful archmage, a dragon or some kind of lich, and you rule a country that used to be part of the old god's realm.
Your country should be a country based on some myth and will have an ancient to medieval technology level (no gunpowder).
There are many nations available in Dominions based on several Earth legends, and new ones are welcome as long as I can relate them to something I know (real world mythology or well-known fantasy stuff like Warhammer or Fall from Heaven). Some are quite twisted and will be present in the NES either as players or characters.
Here are some example countries in Dominions 3 to give you an idea of the kind of nations I'd like to see:

Ermor - Legionnaires led by centurions, censors and thaumaturgs, priests of astral and death magic who can bless undead shadow vestals and reanimate longdead horsemen. Ermor is a broken empire who dabbled too much in Deaht magic before the Pantokrator banned the use of magic. Now nothing prevents them from unearthing more necromantic arts.

T'ien Ch'i - An eastern realm, also known as the Imperial Bureaucracy. With Celestial Masters and Imperial Alchemists now stydying magic, the Empire's troops of polearm-wielding footmen, combosite archers, crossbowmen and horsemen can hope to conquer the world with the help of Celestial Beings and the spirits of their ancestors.

Marignon - A country led by the Holy Iquisition, ready to burn down all the hereticals, fielding crazed but holy flagellants, noble knights, paladins, crossbowmen, pikemen and zweihanders. Their witch hunters are learning fire and astral magics to become the ultimate bane of the undead and unbelievers.

Vanheim - Ruled by the godly Vanir, Banheim is mostly populated by men, but some of them are skinshifters able to turn into werewolves. Their armies of huskarls and hirdmen are complemented by mounted vanir fighters and valkyries, and led by Vanjarls and Vanadrotts, powerful mages of air who remember the days of human sacrifices.

Joutnheim - Vanheim's neighbors and traditional enemies, the giants of Jotun hurl boulders and wield spears and axes. Allied with goblin-like Vaetti, they want to spread the cold of their land upon the world, and will gladly sacrifice humans to reach their icy ends.

Bandar Log - A nation of apes, divided in various castes, with White furred Rishis and Gurus learning the magic of nature and stars, while the gorilla-like Bandar axt as warriors. Lesser apes follow them in battle and tend to their jungle realms, harvesting food and domesticating elephants.

...

The above examples are based on Rome, China, Spain, Norse myths (two variants) and the Ramayana. There are nations available for a lot of mythologies, and new ones are welcome with a caveat: There will be not undead or human-sacrificing (aztec) nation at the start of the game. But nations like Ermor can turn into an undead nation, and Mictlan can turn away from nice gods like Auetzalcoatl to revert to blood sacrifices (which lead to demon summoning) as the story evolves.

I have a ruleset ready, along with a map, and just need players.
I played in FfH NES I and Ii, but never modded, so the quality of my modding remains to be seen.
The rules will mostly focus on magic, while technological advances can be achieved, they will be far less powerful than magical research in the long run. Trade will exist but be limited. No tech-trading or anything like that, but each nation has different magicks, and you should be able to forge magic items yoru neighbour cannot.
I also want to stress the fact that standing armies are expensive, but there are ways to maintain them (mostly: good economy, appropriate technologies and magic).
Wars will be won due to quality of troops more than quantity, good morale, magic support, clever tactics (and ganging up on your neigbour). Heroes, thugs, super combatants, including your pretender god, will play a major role.
Wars are not the only way to become the supreme god, however, and faith and preaching may be as effective if not more. The more people believe in you in a region, the stronger you are in that region, and the landscape will slowly chnage to better fit your view of the world (should it be lush and prosperous, or cold and dead but full of magic?).

I will answer questions here and post details if people are interested.

If there is enough interest, I will create a new thread for the NES proper, with reserved posts for concept, nations, map, rules etc. You can sign up here.

I will start as soon as I have enough players. I'm not sure about the number I would like, somewhere between 5 and 7 would be fine. More I don't think I could handle. Less would probably not be as much fun.
 
Here is a tapestry that hung in the Pantokrators castle, showing his Empire:


This is the world before the NES begins. It will be somewhat changed after the Pantokrator disappears, since the cataclysm will not leave the geography untouched.
New people may rise too, and old ones may disappear and be conquered...


oldmap3.png
 
In. Can I have an idea of what Bogarus has?
 
Bogarus has a lot of peasants and foresters ruled by a few nobles. Their country has lots of people, but most don't make good fighters. They have lots of rather slow and low morale infantry but make up for that with steppe nomad horse archers and druzhina, the princes (Bogatyrs)' personal mounted guards. They also make up for it with very good magic researchers, most notable the starets, able in fire, air and astral magic. Some of their wizards, astrapelagists, try to scry the future and prevent illfortune. There are also a lot of magical creatures which haunt the land of Bogarus and no other, beasts like winged dogs and small three-heade dragons (well, small as dragons go).
Bogarus priests are of two kinds: Exarchs ruling safely over their lambs from their cathedrals, and castrated skoptsy and self-mutilated fivefold angels, who call upon khlysts, religious fanatics who mutilate their own body and cause disorder where they move around.
Overall, in Dom3, Bogarus has weak armies (except its cavalry), excellent magic research, nice magic summons, and stealthy bloody preachers who cause unrest wherever they are sent.
 
I need a full on Nes to be in and I'll have to take the Norse guys, Vanheim. I should be able to adapt Old Norse myths to fit some plans.
 
Dibs!
I wish to be the Arshnoc; a small kingdom lead by a trio of brothers. These brothers are Stheran, Kyzarc, and Kathnesjac Fotjage, Each representing a different aspect of their land. Stheran is Law and Justice, Kyzarc is Culture and Expansion, Kathnesjac is Magic and Creativity. Arshnoc has strong magic and is extremely well organized. It has a small population and relies on quality over quantity.
 
expressing interest (reserving a spot)- need to think about what i want to play quite a bit...

So, if you'll have me, i'd like to join but i don't know what as yet.
 
Nothing to see here.
 
Nothing to see here
 
I'll claim T'ien Ch'i, but could be renamed either Arshnoc or Sinlart though?
 
I like the concept. Not sure yet if I'll play, but this is definitely a good idea. :goodjob:
 
Caliming Abyssia, will write tomorrow or when I am done with my CK AAR.
 
Once we write a story were do we post it?
 
Never mind, I claim Pythium
@kyzarc: If it's secretive and sneaky, post them here. If it isn't, still post it here (:p)

p.S.: Sorry for switching my mind often :(
 
I'll claim Shinuyama. (Is it supposed to mean 'dying mountain'?)
 
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