Starlife
de la terre à la lune
- Joined
- Mar 2, 2010
- Messages
- 1,498
Welcome to Thrones of Lore.
This fictional world is not unlike Europe. While this single continent is physically similar to Europe in its various ecosystems and biomes, it is of course far, far different when we look a bit deeper.
Upon this continent, a host of tribal peoples have gathered together and emerged as greater collectives of civilization, while others have been left behind. These great migrations to useful and resource-rich geographic locations have set the stage for the creation of distinct cultures. Many tribes have flocked to greater regional powers for protection. Protection from what, you ask? Well, our world is a dangerous place, filled with barbarians and a variety of different fantastic and mythical flora and fauna. And of course, that includes the most vicious creatures of lore.
And seeming to bind everything together is the enigmatic energy known as Magick. One of the hallmarks of the beginning of civilization on this world has been the attempt to understand and manipulate the "laws" of this energy. Emerging nations have begun to harness Magick and use it for their benefit. Magick is not a strange force to the humans on this world, but rather it has and always will be there. It is like the sun and the moon and the stars, yet much closer to home. It is the norm to those who inhabit this fictional world.
So there you have it. The rules of this NES might seem like an eye-full at first. If you don't understand something, please ask me.
The Basic Premise
This is a "fantasy fresh start", yet it is not entirely fantastic. Magick exists, but it is not the type of Magick you are familiar with. There are no wizards running around shooting lightning bolts or color sprays. In fact, single persons who can manipulate Magick by themselves are incredibly rare. Those who can perform such feats are considered heretics or witches and cast out of society. The lucky ones who are accepted by society often choose isolation or life as a hermit because they are too dramatically different from their fellow humans. Rather, Magick in this world is subtle and it is mostly used to subvert and lend a helping hand. It is not an all-powerful force capable of annihilating entire armies.
Fantastic, mythical creatures roam our landscape. This includes great beasts, such as giant eagles and ogres, but it also includes more vicious, intelligent creatures such as goblins and gnolls. Even featured are elves, yet they are elusive wood spirits and seldom wish to interact with the human world. You can read more about the creatures of our world later on in this ruleset.
The first step of joining this NES and playing this NES is to create a culture. This culture will become the main culture group of your realm. However, other realms adopting your culture group will begin to form and co-exist near you (they will usually be NPCs). They can be both friend and foe. While they might share your culture, they could have dramatically different national values. In addition, different cultures can begin to influence your realm aside from your main, starting culture (the one you created).
Once you have created a culture, you will create a realm. This realm is not guaranteed to be the most powerful or the most influential realm in your culture group.
It is expected that some players will rise to power faster than other players. They may eventually evolve into empires.
Turns
Like other fresh start NES, this one will feature BTs ("Boring Times") and ITs ("Interesting Times"). There will inevitably be far more IT turns than BT turns. Turns will progress via Age and Part. For example, Update 0 is "The Early Bronze Age, Part I". The Early Bronze Age is our starting era. Once we reach the Medieval Era, the game will slow down considerably.
Orders
Orders should be concise and clear. It is best if you give a list of goals you wish to accomplish for the given turn, and then elaborate upon those goals in the orders. You should also clearly indicate, preferably in bold, any changes you expect to your profile as a result of your orders (be it in wealth or your military or any other factor).
Updates
Updates will be given as frequently as possible. We will go by "eras", but we may remain in a certain era for a rather lengthy time. For example, Update 0 will be "The Early Bronze Age, Part I". The changing of eras will also change the appearance of our landscape, cities, armies, and so on.
Stories
Stories are encouraged and your realm can receive story bonuses for your efforts in expanding upon the lore of our world.
This fictional world is not unlike Europe. While this single continent is physically similar to Europe in its various ecosystems and biomes, it is of course far, far different when we look a bit deeper.

Upon this continent, a host of tribal peoples have gathered together and emerged as greater collectives of civilization, while others have been left behind. These great migrations to useful and resource-rich geographic locations have set the stage for the creation of distinct cultures. Many tribes have flocked to greater regional powers for protection. Protection from what, you ask? Well, our world is a dangerous place, filled with barbarians and a variety of different fantastic and mythical flora and fauna. And of course, that includes the most vicious creatures of lore.
And seeming to bind everything together is the enigmatic energy known as Magick. One of the hallmarks of the beginning of civilization on this world has been the attempt to understand and manipulate the "laws" of this energy. Emerging nations have begun to harness Magick and use it for their benefit. Magick is not a strange force to the humans on this world, but rather it has and always will be there. It is like the sun and the moon and the stars, yet much closer to home. It is the norm to those who inhabit this fictional world.
So there you have it. The rules of this NES might seem like an eye-full at first. If you don't understand something, please ask me.
The Basic Premise
This is a "fantasy fresh start", yet it is not entirely fantastic. Magick exists, but it is not the type of Magick you are familiar with. There are no wizards running around shooting lightning bolts or color sprays. In fact, single persons who can manipulate Magick by themselves are incredibly rare. Those who can perform such feats are considered heretics or witches and cast out of society. The lucky ones who are accepted by society often choose isolation or life as a hermit because they are too dramatically different from their fellow humans. Rather, Magick in this world is subtle and it is mostly used to subvert and lend a helping hand. It is not an all-powerful force capable of annihilating entire armies.
Fantastic, mythical creatures roam our landscape. This includes great beasts, such as giant eagles and ogres, but it also includes more vicious, intelligent creatures such as goblins and gnolls. Even featured are elves, yet they are elusive wood spirits and seldom wish to interact with the human world. You can read more about the creatures of our world later on in this ruleset.
The first step of joining this NES and playing this NES is to create a culture. This culture will become the main culture group of your realm. However, other realms adopting your culture group will begin to form and co-exist near you (they will usually be NPCs). They can be both friend and foe. While they might share your culture, they could have dramatically different national values. In addition, different cultures can begin to influence your realm aside from your main, starting culture (the one you created).
Once you have created a culture, you will create a realm. This realm is not guaranteed to be the most powerful or the most influential realm in your culture group.
It is expected that some players will rise to power faster than other players. They may eventually evolve into empires.
Turns
Like other fresh start NES, this one will feature BTs ("Boring Times") and ITs ("Interesting Times"). There will inevitably be far more IT turns than BT turns. Turns will progress via Age and Part. For example, Update 0 is "The Early Bronze Age, Part I". The Early Bronze Age is our starting era. Once we reach the Medieval Era, the game will slow down considerably.
Orders
Orders should be concise and clear. It is best if you give a list of goals you wish to accomplish for the given turn, and then elaborate upon those goals in the orders. You should also clearly indicate, preferably in bold, any changes you expect to your profile as a result of your orders (be it in wealth or your military or any other factor).
Updates
Updates will be given as frequently as possible. We will go by "eras", but we may remain in a certain era for a rather lengthy time. For example, Update 0 will be "The Early Bronze Age, Part I". The changing of eras will also change the appearance of our landscape, cities, armies, and so on.
Stories
Stories are encouraged and your realm can receive story bonuses for your efforts in expanding upon the lore of our world.