PreSLNES I: Masters of Ethereal

To andis-1:
You can't pick your location. That wouldn't be fair to other players. I will put you randomly on the map in a currently unexplored area. Post your Wizard - but first tell me what race you will be. I don't want any more Dark Elves or Barbarians.

EDIT: On that note... I am closing sign ups for this after andis-1.
 
Tarnum the Ruthless / Andis-1
Race: Highmen (although there are some rumors about one of his ancestors being barbarian).
Citadel: Tarunia
Government: Monarchy, with Tarnum being crowned as High King. Directly below the High King is High Counsil, which is made of 12 Tarnum's most trusted generals and advisors.
Spellbook:Summon Storm Elemental
Spoiler :
Within kingdom: (0)
Small Burst (100)
Wondrous (200)
Sustainable
Thundering cloud of wind and lightning.
300 mana to cast, 150 mana per turn to sustain

Tarnum used immense amounts of mana and time to master the element of air. After battling against countless of thunderstorms, he has finally mastered the ability to imprison the storm itself, compressing it into deadly elemental. Like the wind itself, this elemental can move almost anywhere and no walls can obstruct it's movement. This elemental is highly effective against flying units simply because it's ability to control wind, but it may also shock it's enemies to death by powerful lightnings.


Mana (per turn / crystals):
Gold (per turn / coffers):
Castles:
Cities:
Towns:
Units: List your unique units and how many you currently operate in full.
High Men Lancers
Spoiler :
High Men Lancers
50 lancers
Veteran (8)
Polearms (0)
Plate Armor (8)
Combatant Mounts (4)
20 gold to train, 10 to maintain


High Men Raiders
Spoiler :

100 Raiders
Elite (16)
Polearms (0)
Plate Armor (8)
Longbows (8)
Combatant Mounts (4)
36 gold to train, 18 to maintain

Next level of Highmen lancers are the Raiders. Raiders are trained to perfection with the lance, but they have also mastered the powerful longbow. With the ability to fight as effectively in melee as at range, they are very flexible and strong addition to any army


Gryphon Riders
Spoiler :

10 Riders
Elite (16)
Netheryl (40)
Flying Combatant (32)
Expert Magic (60 / 60)
148 gold to train, 74 to maintain. 60 mana to train, 30 to maintain.

Gryphon Riders are the most fearsome unit in Tarunian army. Armoured with netheryl, flying high in the skies on the fearsome beasts known as gryphons and armed with destructive magic, they can incinerate entire armies by hurling massive fireballs and meteors down from the sky, while challenging any flying opposition with powerful bolts of lightning.


High men Paladins
Spoiler :

50 Paladins
Elite (16)
Polearms (0)
Plate Armor (8)
Combatant Mounts (4)
Skilled magic (20 / 20)
48 gold to train, 24 to maintain. 20 mana to train, 10 to maintain.

Paladins are well trained warriors, outclassing traditional high men lancers. Paladins are additionally trained with the art of magic, Allowing them to support nearby troops by healing and shielding them from incoming damage.


Background: Origins of Tarnum are not entirely known, but his bloodlink to barbarians cannot be entirely dismissed. Often not respected because of his barbarian looks, he has proven himself through his ruthless actions and sheer determination, eradicating all opposition to his reign, and all those whose loyalty could be questioned. Tarnum's obsession to control or crush anyone who oppose him lead to his (then believed insane) experiment to master the storms and winds themselves. He reconed that controlling the seemingly uncontrollable force of nature would finally convince all that no-one should attempt to challenge his will.
 
I usually prefer stories that are not too long.
However this sentence:

I just don't understand at all. I guess 'to tired' is 'too tired', but I have no idea what the 'they' pronoun refers to. It is probably 'those who are tired', but I don't get it. I don't udnerstand what the verb 'due' in 'they won't due' means, and I don't know what the prefect would make buy another of. Might be the plows but the plows are not what you were talking right before?

Mules. Also prefects are like work captains. I am trying to work my culture out in bits and pieces, then consolidating instead of a info dump. I'll fix that. Thanks!
 
Ng'graa Akh'rrr / vruchten
Race: Gnoll
Citadel: Akhoowoo
Government: Magocraty/Reign of Fear:
Spoiler :
The normal gnolls are living in packs, into which they where born to begin with. Later on they might change into a different pack or even form a new one.
There are also a lot of packs which are defined by function or position.
The reigning pack is Akh, this is a pack of warlocks lead by Ng'graa. They united (subdued) the other packs just one life circle ago.

Spellbook: Fear the pack!
Spoiler :
Standing on top of a hill Ng'graa is sending the voracious hyena-laughter with the wind into the ears and souls of neighboring villages, armies and other pray. Leaving the victims in grave fear.
Type
Curse
Range
100-200 km from kingdom borders: 60 mana
Hit
Small Burst (all targets in single location): 100 mana
Power
Refined: 100 mana
Cost:260
Sustainable:130


Mana (per turn / crystals):
Gold (per turn / coffers):
Castles:
Cities:
Units:
Gnollen Wolf Riders
Spoiler :
255hysm.jpg

The Gnolls are often semi-nomadic. Their cities are spread out, massive encampments. They need to get around. Using the giant wolves of the plains, they have been able to create a formidable, mobile defense for their settlements or versatile foes for their enemies.
Those are members of the worldly packs of norclove, that means not of the Akh'rrr. They are lead by the Bharhakh'rrr, the beta-pack and consist of members of gamma-packs.

Spoiler :
20 riders
Veteran (8)
Maces/Heavy Weapons (0)
Leather (2)
Shield (2)
Combatant Mount (0)
12 gold to train, 6 to maintain
Recruit and move the unit in the same orders.


Souleater
Spoiler :
Gnolls_copy.jpg

Hyenas are covering themselves with the blood of their prey to gain prestige within their pack. These young warlocks are covering themselves not just with blood but with the striped souls of their prey to gain prestige among their kind and to gain arcane power. Their blood soaked fur would be enough to scare most foes away, but they also use their magical power as a passive aura which frightens the enemy.
During the first seasons since the appearance of the mages those souleaters gained a terrifying reputation in eastern netherreal, especially on the norclove steppes where they have been the tip of the spear of Akhoowoos army raiding the plains.
No witness will ever forget the cruelties they have done in Senda, slaughtering every human which dared to stand against the invasion. Not caring for mercy, just keen on collecting souls to hand them over to their master.
They are Akh'grorrhhs and Akhooholos (delta-members) of the Akh pack. Young adults in the pack of warlocks.

Spoiler :
20 riders
Veteran (8)
Maces/Heavy Weapons (0)
Leather (2)
Shield (2)
Combatant Mount (0)
Weak Magic (8/8)
20 gold to train, 10 to maintain
8 mana to train, 4 to maintain
Recruit and move the unit in the same orders.



Fearmonger
Spoiler :
gnoll_chieftain_by_loztvampir3-d37r73s.jpg

If someone witnessed and survived the cruelties of the Akh'grorrhhs and Akhooholos (delta-members) he would not even want to think about what the Akh'arrhhs and Akhoows (gamma-member) will be capable of doing. These are the second tier members of the Akh'rrr. Elite in both warfare and magic.
Armed with heavy weapons and short bows they ride on their hungry wolfs through the lines of your army scattering your hopes, your dreams, your lifes.
First they shoot your friend with an rusty arrow, then they use their magic to scare you into agony and finally they tare your veins open while you are frozen in agony.
And if you hiding somewhere in shook they will sniff you out and offer your guts to their beastly mount.
Spoiler :

20 riders
Elite (16)
Spicked Maces/Heavy Weapons (0)
Shortbows (4)
Chainmail (medium) (8)
Shield (2)
Combatant Mount (0)
Weak Magic (20/20)
50 gold to train, 25 to maintain
20 mana to train, 10 to maintain
1 turn to recruit, move it on the next turn.


Walking fortress
Spoiler :
24phswo.jpg

Whenever you see one of These approaching your town, there is nothing you can do but running. Run as fast as you can. And never look back, because you can never erase the image of an gigantic beast trembling down the palisade, opening the gate for the archers to rain down burning arrows onto your home and the warlocks summoning the horrors into your loved once.
The most experienced and highest ranking Akh'arrhhs and Akhoows (gamma-member) may be sitting on top of one of these. Accompanied by the finest archers of one of the worldly packs.

Spoiler :
1 olifant, 10 archers, 5 warlocks
Elite (16)
Heavy Weapons (0)
Longbows (8)
Plate (16)
Combatant Mount (0)
Magic Expert (60/60)
90 gold to train, 45 to maintain
60 mana to train, 30 to maintain
2 turns to recruit, move it on the 3rd turn.




Background:
Spoiler :
Once upon a time there was a small elven boy living in a lush world in a fairy forest. It was a nice place to live. Nothing to worry. People from other worlds would revere such a place as paradise. There where tall trees filled with all sorts of colorful flowers and sweet fruits. The air was filled with the tangling fragrances, thousands of butterflies and the songs of a million birds. The bright sky was always clear, just to be interrupted by the occasional refreshing summer rain. Fluffy bears where willingly sharing the honey they collected and the dear was just pretending to escape for the sport. The elves of the small boys kin where living in perfect harmony with the nature and each other. The rich wealth of their world was shared even. There was little work to do but to study the fine art of illusional or other form of magic and to use this magic to maintain and protect the paradise they called home.
When the small boy came into the right age he was welcome into one of the many universities of higher magic. He proved to be an excellent student capable of digging deep into the arcana. After finishing his bachelors in applied metaphysics and theoretical mind bending, he decided to work on a master of arcane science in dimensional magic.
In his world dimensional magic was mainly the working on different ways to seal their paradise from any outer-dimensional influx. From all they knew trough expanded minding they knew that there where places out there which where at least kind of unpleasant. And in the past it had happened at least once that an outer force tried to enter their plane.
The masters of dimensional magic where still working on spells which could seal them off for good. Until now they just had managed to hide their plane, making it nearly unnoticeable for entities from the outside.
The small boy was eager to find an new way to protect his loved world. He thought that a new aproach was necessary. His idea was that they where in need of a little more knowledge of the other dimensions to be able to protect themselves.
He went trough all the literature he could find about the outer spheres. There was very little, and the little which was there was mostly incomplete and vague.
While studying he came across a description of the feeling fear. He never knew that feeling himself, nor could he find someone who ever really felt that himself. Not even the wisest professors could help him.
For some reason he had the feeling that understanding this feeling would be crucial for understanding the outer worlds. So the deemed it would be a worthy task of science to search that feeling. He traveled the whole world but their was nothing which could make him fear.
After explaining his task and issue to his mentors he got the exceptional allowance to use some really old spells of dimesional magic to travel beyond the borders of their world.
While leaving his own dimension he turn back for a moment. A small tear of love was running down his check. He knew why he had to do this, for his world and for his kin.
He traveled far. Far beyond the abyss. There is no language which I speak which can describe what he encountered. Nor am I willing to cause nightmares to my humble readers. It is just in your best interest if I be vague at this moment.
It felled like demons eating away his soul. Finally he had found what he was searching for. But he would never be the same person again. It changed him, it possessed him. Even his appearance changed, he looked touched by the fallen beasts. His fine elven hands became deformed claws, his small elven mouth grew fangs, his face looked like a beastly hound and he was covered in rough fur. But now he knew what fear was and why it had to be kept out of his homeworld.
With the last strength which remained in him he forced himself back to his home. To share his findings and to use his knowledge to defend was was worth defending. When he came back to share his findings he was shunned and cast away. They could not deal with his twisted body and soul. They feared him.
They send him out into the dimensional space, using a new dimensional spell seal off their world and to ban him magically from ever returning.
Being on his own again, fear took over once more. Never looking back he was traveling form plane to plane, always on the jump. As was not used of being away from the collective. All he knew was angst. He fell deep into the abyss. And when he returned he realized the other side of fear. On a small icy world inhabited by weak humans he realized how powerful fear can be if you use it to control others. He slaughtered them and praised him like a god. An evil god maybe. But a good none the less. And those pity creatures always found reasons why they deserved to be punished and even more the found reasons why their neighbors deserved punishment. After eating the heart of the last human left he opened a new gate and entered a new world.
In the next world he became a mind bending menace to a kingdom of dwarfs. The list of worlds he visited and tarnished would fill books and the list of victims would fill libraries.
One evening under the tree moons of Amaoi he realized, while striping the flesh off one halfing princess skull, that there was more then fear driving him to move on.
This is why his attention was turned towards Ethereal, a place so rich with mana.
And on Ethereal he found the beastly gnolls, people which looked nearly like him. They where living unorganized in wild packs. Some of them had unused magical talent. He taught them to fear him and to channel dark magic. Since the was accepted as one of them, due to his appearance, he could form his own pack. This was the pack of the warlocks. When he had enough of them trained they scared the other packs into submission. Now they are starting to spread their influence. And it is just for his greater aim. The shunned little elven boy still wants revenge, and on this mana filled world he hopes to collect enough magical power to break the magical seal and ban and to open the abyss in the middle of his old home world.
Bringing the fear to those you had left him alone with it so long ago.
 
Mules. Also prefects are like work captains. I am trying to work my culture out in bits and pieces, then consolidating instead of a info dump. I'll fix that. Thanks!

I prefer gradually giving details as opposed to one huge block of info. The shorter narratives are nice. Perhaps in addition these shorter narratives and tales, you could use the same writing style to create an epic (a story with connectivity regarding a single plot or many)? You are already kind of doing that, though, so... eh. Poor suggestion on my part.

Waiting On:
- Omega124
- Vertinari118
 
Well, I tried a stricter epic opposed to one-shot stories in another NES. The problem with planing it out is that it becomes a chore. This time I'll just introduce all the important people and traditions and advance the plot as the updates come.

Also, working on my backstory. But to help you: he came from a world destroyed by industrialism. Wizards are a dime a dozen, but mana is scarce, so mana cartels sell mana at extraordinary prices and crush rebellions with the excess. Wendell escaped after hoarding for years, and gained a love of nature, empathy and the usages of the mind as an alternatives of that ruined world.
 
hey there, in general would it be possible to develop a spell which gives a permanent trait to a profane unit... if paid for accordingly?
exaamples:
sustainable:
magical wings:unit gets flying ability as long as spell is sustained (probably refined or wondrous)

more important:
unsustainable:
grow wings: unit gets flying ability for the rest of the game (probably arcane or devine)

would those be possible?
 
hey there, in general would it be possible to develop a spell which gives a permanent trait to a profane unit... if paid for accordingly?
exaamples:
sustainable:
magical wings:unit gets flying ability as long as spell is sustained (probably refined or wondrous)

more important:
unsustainable:
grow wings: unit gets flying ability for the rest of the game (probably arcane or devine)

would those be possible?

The first one you say is possible. You could grant a unit wings/flying ability for a sustainable price. Whether or not it is weak or wondrous, you can do it. The difference between applying a Weak skill to it or a Wondrous (or any other more powerful rank) skill is: If you apply Weak, the wings might not work very well - the unit would still be slow - it would be rather uneffective, might not effect the whole unit, and a variety of other issues. It will still help perhaps a little bit, but not nearly as much as it would if it was Divine or something like that. Upping the power of the spell will make it more fool-proof in a sense, making it much closer to what you had in mind while designing that spell. Wondrous is affordable and will guarantee at least more success. Players usually make Weak spells when they just want to throw something to slow down or provide a minor nuisance to an enemy, and aren't as much concerned with the particulars of channeling that energy.

However, the second one where you permanently grant that unit wings/flying ability would not be possible. If you want this, design a flying unit.

Hope this helps.
 
Registration closed for this yet? Seeing this NES made me want to come out of retirement!
 
Registration closed for this yet? Seeing this NES made me want to come out of retirement!

Hi there. Technically, they are closed. But we have 14 players and I did originally put a cap at 15, so perhaps I can nudge you in. We can chat via PM since #NES doesn't seem to be working for me. Look at your inbox.
 
thanks for the answer..
aaand, am i right that as long as one player does control zero units of one specific design it is totally free and possible to adjust or redesign said uu-slot?

That's right. And if you don't have 0, you have to disband all of them until you have 0. Also, you need to wait 1 turn for your new UU to be trainable.
 
Merogia Soter / nutranurse
Race: Beastmen (Minotaur)
Citadel: Pragaom
Government: A young tribal federation forged by Merogia Soter herself. Each of the five minotaur clans sends two representatives--one elected from the warriors of the clan and one from the tribe's elder council--twice a year to Merogia's citadel for a council to determine the general course for the federation. Despite this veneer of representation, Merogia Soter rules totally.
Words of Our Ancestors (Spellbook)
Spoiler :
Strength of the Ancestors
Within Kingdom (0)
Large Burst (200)
Refined (100)
Sustainable
A ghostly host of long-dead minotaurs rise from their graves and converge on any invaders of the Minotaur homeland.
300 to cast/150 to sustain

"Few of the challengers to Merogia Soter's ascension could scarcely know that when they fought against her they also fought their sires and dams. Indeed, the success of the First Matron was not built upon mortal warriors, but a compact made with our most venerable Ancestors."
~Excerpt from Pantheras Heron's History of the Ancient Clans

Mana (per turn / crystals): 50/turn (100 stored)
Gold (per turn / coffers): (200 stored)
Castles: 0
Cities: 0
Towns: 0
Units:
Spoiler Beastmen Minotaur Scouts :

10 scouts
Veteran (8)
Noncombatant Mount (0)
Skilled Magic (8)
16 gold to train, 8 to maintain

Minotaurs are a noble race, but not so noble that they do not value knowledge of their enemy well beforehand. Minotaur scout units are comprised of the youngest warriors of a tribe who have yet to earn honor in battle. Though green, they have been brought up on enough war stories of their ancestors to fearlessly track down a host ten times larger.

Spoiler Brothers of the Sykites :

100 Warriors
Veteran (8)
Axes (8)
Chainmail (8)
Noncombatant Mount (0)
24g to train/12g to maintain

The Sykites produce the second-best warriors among the tribes, though are the most numerous. From a very young age calves of the Sykites tribe are given a rigorous martial education. Each class of warriors is brought up closely together so that they regard themselves as a family, and as such they call each other Brother regardless of gender.

Background: "[Book I]Merogia Soter, sometimes called Hoof-Hunter, sometimes called First Matron, was not born of the five first tribes. She came into the Minotaurlands at 23 summers, bred and sickly. She was taken in by the Hypothen whose elders soon recognized she had a gift for divination not seen in Minotaurlands in generations...[Book III] Knowing this she did not hesitate in communing with the forefathers of the tribes. They promised Merogia Soter not just their loyalty, but the loyalty of their descendants. As an outlander she had to earn this devotion and it would not come easy. Few supported her... [Book V]despite her many disadvantages she claimed soverginty as the Savior, or "Soter" in the Minotaur language..."

~Excerpt from Pantheras Heron's History of the Ancient Clans
 
Yeah, I'm mulling over them/holding off. Or are they readily changeable?
 
Yeah, I'm mulling over them/holding off. Or are they readily changeable?

The way they work is if you have 0 of them, you can change them at any time during the game. If you have any trained, you must disband them first - then you can replace it with a new unit type (but it takes a whole turn to implement that change).

So you can hold off - but you can't design a unique unit and train it in the same turn. You'll have a 1 turn delay.
 
Ahhh, then I'll design another. Should I just PM it to you?
 
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