Celtic Realms is a turn/browser-based mmp Strategy/RP game based on Celtic mythology under development and due to open for beta testing in March/April 2008. Overview...

A) Game dynamics

The beta version of the game takes place in Ireland. Players' characters dwell in Villages that rule, either by diplomacy or force, over neighboring settlements (NPC's) that generate ressources. Villages compete with each other for influence over the Island. This will last for a few months and will leave enough time for characters to level up and prepare for the second Age of the game.Characters are divided into 4 classes: Warrior, Druid, Bard and Hunter. They can take part in multiplayer battles or contribute to the economy or welfare of their clan.

Interactions between players and NPC's mainly occur through interactive dialog. The outcome depends on various factors such as the character's stats.
Certain control panels are only availaible through dialog, which can also be used by NPC's to give quests to players.


B) Economy

One of the quirks of the game is that the economy isn't based on money but a system of fame points that rewards bravery and selflessness as opposed to greed. The more energy invested in the welfare and defense of the clan, the more services and options gained. It's also new-player friendly in that their impact on existing ressources won't make them come off as leeches to veteran players.

a) ressources

Ressources keep the clan alive and thriving. They are mainly collected by NPC villagers or settlers but some of them can also be by certain classes.

- cereal
- meat
- ale
- wood (construction, tools, weapons)
- stone (construction)
- iron (weapons, tools)
- tin (weapons, tools)
- copper (weapons, tools)
- wool (clothes)
- leather (armor)

b) buildings (done)

1) civilian

  • houses (determines max pop)
  • granary (stores food)
  • warehouse (stores ressources)

  • 2) military

  • watchtower (enables to watch over the whole region from within a village)
  • fortifications (3 levels: Mound, Palissade, Fort)

  • B ) Time
    (done)

    The life of the clan follows the pace of seasons and the 4 major Celtic religious celebrations.

    One RL day = 1 phase of the Moon, so every In-game year is about 4 RL months.

    Villages generate ressources every day, except crops that grow from Spring to Summer and are then to last until the following year.

    The weather propagates from region to region every day. Weather and temperature are fuzzily determined by the season. They can have an influence on crops, sickness, battles,...


    C) Religion

    Religion plays a central role in the life of the clan both for the NPC's and players.

    NPC: helps the community nurture its morale values (Righteouness). When it goes down, the loss in cohesion and morale rapidly snowballs. Below a certain level, npc's can even display unruly behavior (attacking setllers from other regions, refusing to work,...).

    NPC's and Players: If the gods are pleased with the offerings they received over the festival, they grant bonuses to players and NPC's. On the other hand, if disappointed they're likely not to be very receptive to NPC's and players' plea until the next festival.

    D) Attributes

    Strength: max weight, fatigue rate (and weapon limitation for warrior)
    Intelligence: (linked to max speechcraft and mana points)
    Agility: dodging
    Dexterity: chance to hit for warriors
    Charisma: can help gain extra favors
    Vitality: max health points, fatigue rate.
    Intuition: modifier linked to chance based actions.

    E) Skills (all classes)

    Stealth
    Outdoormanship
    Speech


    F ) Classes

    a) Warrior

    *) Class-related Skills

    *) Class-related Actions:

    b) Druid

    The spiritual leaders of the clan and buffer between the Gods and eathlings.

    *) Class-related Skills

    *) Class-related Actions:

    c) Fili (bards)

    not done yet

    d) Hunter

    not done yet

    E) Positions

    In addition to their class status, characters can be promoted to special positions.

    a) Diplomat

    Rules a settlement through his interaction with the settlement's native elders.

    actions:
    - settles trade agreement. (done)
    - tries to influence the elders' stance towards surrounding settlement. (done)
    - request the drafting of militia. (done)
    - request the construction of additional (esp defensive) buildings. (done)
    - Tries to keep loyalty and sympathy towards his clan at a sufficient level through diplomacy, trade, or coaxing.

    b) Messenger.

    Communication channel between the Chieftains of different clans.