Pre- orangeNES: FFHRemixed?

I haven't yet, but I have ideas on what exactly I'm going to do. :mischief:
 
Uh, oh, looks like people have a general plan to carry out, I don't even with my knowledge of the lore...
 
Initial Power Ranking by Population:

Kuriotates
Svartalfar
Lanun
Luichirp
Ljosolfar
Clan of Embers
Khazad
Amurites
Grigori
Bannor
Balseraph
Hippus
Malakim
Sheiam
Doviello
Sidar


Total Erebus population: 2,034,295

EDIT: I guess I can give out one more number... Estimated Kuriotate Population: 400,000
 
Uh, oh, looks like people have a general plan to carry out, I don't even with my knowledge of the lore...

"General" is the right term..... it's a vague notion..... I like writing stories when I don't know the ending though..... so I don't need a full-fledged plan yet :scan:
 
Stats arrived! Awesome!!


OK... so general question we'll all want answered (I think).... the Base Strength and SE scores.... are they basically in FfH terms? And if so.... is this early or late game in FfH terms?

I.e. A strength 4 unit is awesome on Turn 20..... not so much on Turn 200, if ya catch my meaning
 
Character stats are out.


At this point, every player should have recieved stats. IF YOU HAVE NOT, EMAIL ME. IF YOU HAVE QUESTIONS, EMAIL ME. CHARACTERS, IF YOU ARE CONFUSED ABOUT WHAT IT IS YOU DO, EMAIL ME. NATIONS, IF *YOU* ARE CONFUSED ABOUT SPELLCASTERS OR WHATEVER, EMAIL ME. IF YOU SIMPLY WANT TO SAY "HI, HOW ARE YOU, I LOVE THE WEATHER TODAY," USE THE THREAD.

Now that stats are out, we're awefully close to getting started. I have to write the initial update/startup, but otherwise, everything's set.

Thus, expect an early start to this, guys! This is a lot earlier than I'd first guessed, and because of RL busy-ness on my part (and, I suspect, yours) we'll do things very slow. Once I get that initial bit done, I'll have to copy all the information from this thread to the actual thread. Plus, I have to answer whatever questions I get from this last call (I expect to have very few, actually - they'll all start coming later...).

Anyway, long story short, probably two days before I get ready to call it started and have the nations get to work on plotting. In the meantime, NATIONS: TELL ME YOUR LEADER AND GOVERNMENT. Characters, this isn't as urgent, but start thinking about what you want to write initially. I've already got a great example finished from one of you, and once we get rolling I'll post it (or have him post it) to show what I want to see.

This first two rounds will be longer, so that I can "straddle" finals and fit stuff into relatively empty places on my schedule. If anyone feels they'll be extra busy, I am willing to either a) slow the pace of things down a little more yet, or b) run you as a temp NPC or come to some other compromise.


Two days, people!
 
LOL orange..... if ya don't notice.... I was editing the above post when you posted.... and I added a question :lol:
 
Base Strength isn't very important, other than as a place to start your Strength Equivalent from.

The units for the nations have some pretty wide-ranging strengths. Their average, right now, is probably going to be around 11 once all the modifiers come into play. Once they start getting experience, that number will rise.

However, don't be intimidated by that if your SE is comparatively low. Characters aren't necessarily meant to fight with whole national units - for the most part, that's a last-ditch action. Plus, you get the benefit of stronger "story weight", meaning that because you can write a story about the combat you have a good chance of getting a better outcome.

Also, right now, most of the characters have no followers (or few followers). Getting more of them will increase your SE to something more comparable. I just didn't want the characters to start as massive nationkilling goliath units. That will come later...
 
I was working on it, mate. You can't expect me to write four paragraphs in the same time you can write a sentence, can you? ;)

Anyway, thanks for the question, it's something that I may have addressed somewhere in the Wall of Text (c), but it deserved to be singled out for better explanation.
 
Wasn't tryin to harass ya..... I was just thinking.... maybe not everyone would notice that a previous post had been edited... and since I was editing as you were posting..... well.... I think too much : )
 
Hmmm so If my like overall stat was around 7 or 8 then it can be increased by getting more followers? And if I didnt want hordes of cannon fodder, could I get the same outa having a few specialized units then 5,000,000 goblins?
 
Nation: Kha'zad
Leader: Bronz For'kan
Government:
Council of Factions

People are shared into communities:
Farmers, traders, miners, etc.
Each of these faction deals with their own problems and chooses their representee to represent them in council. Most powerful faction is Military followed by traders. Military, however rarely says something about economic issues, unless they are threat for Khazad.

Council deals with civil issues and can declare war. However war is fought by professional trained generals, who are chosen and trained since childhood. Council, by itself cannot give orders to military only Leader can.

Council Factions are:
Citizens, Farmers, Traders, Miners/builders/carpenters/lumberjacks, Workers, Slaves (yes they have small chance to influance decisions), Military (second in power, however usually gives no opinion on economical issues), Nobles and finally smiths/craftsmen. (not in order of power)

Leader of council, is chosen for life, he or she is also considered as "monarch" and he or she has to deal with all small factions fighting among each other during meetings. If council fails to agree on something, leader can make decisions for them. He or She can also cancel councils orders (however it has been done only once during history of khazad).

My leader is a "She".
 
but only a stubby could tell the difference :lol:

Say something about her beard and thousand nations dwarves of the Persian Khazad empire descend upon you! Both genders are equal in dwarf community.
 
yeah... thats what i was saying... so equal that we can't tell them apart... :)
 
@Sepuku: Well, in theory. In practice, you'll probably be able to get stronger using followers than trying to have a very small group, since followers are potentially unlimited in number whereas I'll limit the effect from a small group to 2-3 SE or so.

Remember, though, that SE isn't the only thing I consider in fights. Written orders matter as well, as does the type of units/followers. Pay attention to your SE, but don't let it be the only thing you worry about.


EDIT: And remember, guys, this is an equal-opportunity NES. That incudes dwarves, no matter how they, uh, look.
 
There is nothing wrong with with having bit facial hair ;)
 
Here's a rough timeline of Erebus:
(note: this is loosely based on the lore)

"AR" stands for Age of Rebirth - the current Age. The exact timing of AR 0 is under some debate; it's generally agreed that the Age of Ice lasted nearly a decade after Mulcarn's death, and that the new Age is actually counted from the establishment of the Second Amurite Council.

"BAR", logically, stands for Before the Age of Rebirth.


Spoiler :
BAR ~6000: Creation of Erebus.

BAR ~5500: Godswar starts in ernest. The Dragons are created.

BAR ~3800: The Compact is signed. The gods agree not to directly intervene on Erebus, for fear of destroying the world entire. By this point, dwarves, elves, and Aifon (mermen) have started to appear. The angels Cassiel and Basium appear among men. Commonly accepted as the start of the Second Era.

BAR ~3300: Patria begins its rise under Kylorin. Magic appears.

BAR ~2200: Kylorin renounces his allegience to the evil gods, and the Patrian Civil War begins.

BAR ~2000: The Patrian Civil War ends with the capture of Perpentach. Patria has long dissolved into a dozen weaker states, who are mostly peaceful. Kylorin disappears. So does Basium, who had long been a leader of the Opposition nations.

BAR ~2050: Perpentach escapes. He goes into hiding, still afraid of Kylorin's reappearence.

BAR ~1800: The Aifon disappear, and the Disappearence Wars begin.

BAR ~1400: The Bannor, champions of Bhall (God of Fire), rise as the strongest power on Erebus. The disciples of evil go into hiding, and the Golden Era is marked.

BAR ~1300: Bhall's fall (Fall from Heaven... get it?) into evil. The Bannor city of Braduk disappears entire, and the rest of their empire dissolves. At this point, orcs begin to appear. The Second Disappearence Wars begin.

BAR ~1200: The weather slowly begins to change. Over the next 50 years, winters will grow longer and longer, until they finally never really end. Rumours appear that Mulcarn has broken the Compact, and exists on Erebus again. A previously unklnown tribal people, the Illians, will rejoice in this change and grow to prominence.

BAR ~1275: The Elven Civil War begins.

BAR ~230: Kylorin reappears amongst the Amurites.

BAR ~50: The Amurites march on Letum Frigus, and begin Mulcarn's War. They bring along the allegience of the Doviello, a rival tribe, who were earlier conquered and sworn to allegience.

BAR ~10: Kylorin disappears once more, and at the same time the long winter abruptly ends.

BAR 6: The First Amurite Council accepts the Illians' surrender.

AR 0: The Second Amurite Council decrees a New Age, and the establishment of an Amurite Empire.

AR 100: By this point, the Amurite Empire streaches from the Black Forest to the Sand Desert to the Wall. Even Tinstamel and Rinwel are under their sway. The only peoples that are not part of the Empire are the elves, who are few in number; the Khar'te dwarves; the far-off orcs; and the Freemen of the Grecen Isles.

AR 127-9: The First Invasion begins. The orcs of the Zephyr jungles conquer all the way to Centaur's Battle, where an army composed of only those nonhumans manages to defeat their leader Grog, and kill him. The disorganized orcs war among themselves, and the borders are swiftly pushed back. The centaurs, expecting a reward of their own soveriegnty, instead get evicted and sent to the harsh lands of North Point.

AR 164-71: The Second Invasion begins. Only a generation after the last war, the orcs again attack - this time, through the elven lands and the Mire Swamp. They are not stopped until the very walls of Cevedes, where the wizardly overlords finally decide to intervene and easily defeat the invaders.

AR 174: The First Uprising. The Mire Swamp province declares itself no longer a part of the Empire, but is quickly invaded and submits. The population there is evicted to far-off Rinwel Isle.

AR 180: Cassiel, one of the forgotten Fallen Angels, appears in Rinwel and declares the peoples there under his protection. The Amurite Empire is forced to accept this.

AR 222-41: The Third Invasion. Again, this one starts in elvish lands before heading for Cevedes. The battles are larger and bloodier still, with small armies also heading south and west of the capitol. The North Point centaurs, allied with some other non-human races, declare their independence as well - and the desperate Amurites are forced to accept their freedom in exchange for alliance. Even the Freemen, elves, and Luichirp ally with the Amurites. In the end, the Allies win at great cost. However, they also discover the real source of the Invasions: the Winter Queen, long thought dead, had instead sought refuge in the southeastern reaches Umberwood. Her diplomatic skills had united and aimed the orcs. The Elven Civil War quickly resumes, with the orcs, Freemen, and dwarves on various sides - but the Amurites do not join in because...

AR 242-75: The Second Uprising begins. The peasants of the Empire have had enough of staving, drafts, and death. Nearly half the Empire splits into a mishmash of newly declared nations, and the rest of it is full of peasant armies (most of who had been Amurite armies only a year before). At the end of it all, Tinstamel is free, the descendent Doviello are free, the Sand Desert Malakim are free, the centaurs and their allies regain control of their former homelands, and large tracts of land go into the control of the Ljosolfar elves.

AR 263-5: The Khar'zhad dwarves appear, and a small war is fought in Luichirp lands. At the end of it, the dwarven lands are split into two relatively peaceful nations: Shazad, and Luich (Luichirp people, of the Luich nation).

AR 293: A new city, Kwythellar, is created under the leadership of a young boy. Known as Cardith Lorda, none seem to know his history, but many follow him - and he never seems to age. Over the next couple centuries, Kwythellar will gain influence and become a nation in itself - the Kuriotates. The centaurs and other non-human races will flock to their banner, and by AR 390 they will have clearly become the strongest power of Erebus.

AR 333-39: The Third Uprising begins. The entire West declares itself free - and despite having a third of the population, a fifth of the economy, no outside support they hold off the larger Empire for nearly six years.

AR 381: A new cult appears in the northern parts of the Amurite Empire. Perpentach has reappeared. Over the next decade, Arthenda will rename itself to Jubilee and declare its sovereignty. The Amurites will allow a peaceful split, because...

AR 382-9: The Fourth Uprising begins. The West splits off again, and it takes seven long years to get it back.

AR 432-51: The Return. In the orcish city of Braduk (now the Burning), a portal appears and an entire army pours out. The Bannor, long trapped in hell, have returned - within the very heart of the orc's jungle. Twenty years of war result, until the Bannor finally manage to secure the Faeghar peninsula and establish a defensive line. The returned people have odd accents and ability, and claim that they did not age while in the pit of Hell - making some of these soldiers 1500 years old!

AR 444-6: The Fifth Uprising. This time, the West succeeds - mostly due to their new use of the horse in battle. The new "Hippi" nation attacks, and lays siege to Cevedes. The Amurites sue for peace, and take one step further on their great Fall.

AR 475: This is where it begins, gentlemen... so far, there have been four Ages, and four Empires - not quite one per Age, but the Patrians' empire was a result of the First Age. Anyway, the nations have been Reborn, so there is a good chance that we're in for a fifth Age - and, perhaps, a fifth Empire if you're lucky.



A couple small things to note: I intentionally didn't mention the Sidar or the Sheiam, mostly because little is known about them. I know that my timeline is riddled with lore inconsistencies, but on the whole I think it does a pretty good job of staying close to the mod's timeline.


Anyway, this timeline is going to probably be longer and more intensive than my initial update, which won't be much more than "GO!". So, to those of you that care, this is what you'll want to study a bit more than anything I may write in that first startup post.
 
Back
Top Bottom