Ikrul is a peaceful, prosperous realm.
It's many city states and minor nations have grown wealthy under the benevolent rule of the Church of the Grand Redeemer, who obliterated the forces of evil (and everyone else who opposed them) in a series of Crusaders hundreds of years ago. Since then, the Church has carefully managed the continent, keeping any one nation from being capable or willing to oppose them. Few have tried, and those that did were ruthlessly purged as evil by the Church's armies and it's various groups of near legendary heroes.
In other times, the church's armies and it's group of heroes explore the wasteland and the hubwards mountains, searching for evil to purge, or magical secrets or artifacts to understand (and if needed purify). In living memory, this constant watch has purged all threats to the civilized lands, keeping them safe from any budding evil.
But strange times are approaching. The Constellations are moving in strange positions. The Sun, though steadfast in it's usual position in the sky, seems to be shining fainter than it once used. The days are growing shorter, while the nights are growing longer and somehow, more menacing. The flows of magic, once slow and regular, now grow turbulent and chaotic. Deep in the monastries of the church, ancient books are consulted, vague texts telling of the coming of a Dark age, where great evil rules. In an unprecedented move, the church recalls it's armies and heroes to it's heartland to maintain order, and investigate this phenomenon.
On the fringe, now free from persecution, Evil rises.
Introduction
You're an evil villain, trying to take over the world or something else nefarious. Primarily, this is done by researching magical stuff, upgrading a base and sending your minions to spread chaos and steal stuff across the world.
Actions are done one a week by week basis. You can take as many different actions as you want, but each minion can only work on 1 action at a time. Success or failure will be defined by the rolls.
Name:
Archetype:
Race: (Note: in the beginning, all minions will be of your race. I may add a trait or two)
Infamy: 0
Gold: 5000
Resources: 100
Magic : 2
Minions: (5/5)
Base:
Description: (Base shape, and it's location, both are important.)
Traits: (You can invest a sum of your money (multiple of 1000) to get some interesting traits)
Though you can create your character yourself, it will follow a certain archetype. You can suggest your own archetype, but most likely, you'll follow an archetype from below.
Monster
You are a powerful combat threat, and can participate personally in combat missions. However, doing that will attract attention
Unique trait(Choose one) : This is not my final form : Through the accumulation of wealth, resources or magic, you can become stronger than you ever were.
Terrifying Presence : Your presence is so terrifying, it forces your enemies to reconsider their actions upon encountering you. Some may even flee.
Start with 150 %resources, normal magic and normal Gold
Start with 1 military minion and 4 regulars
Wizard
You are a mighty wizard, capable of great magical insights.
Unique trait(Choose one) : Master of the magical and Mundane : Provide a strong bonus to plotting
Arch-wizard : Provide a bonus to magical research
Start with normal resources, 150% magic and normal Gold
Start with 1 knowledge minion and 4 regulars
Merchant
You are a wealthy merchant, who knows the corrupting power of gold.
Unique trait(Choose one) :
- Wealthy Business : Start with 250% Gold, receive occasional gold
- Eye for Gold : Increase Gold gained from nefarious activities
Start with normal resources,magic and 150% Gold
Start with 1 social minion and 4 regulars
Overlord
You are an Overlord, well adjusted to managing your evil little empire
- Cult of Personality : Can exceed maximum minion cap, but at increasing risk of desertion
- Undying Loyality : Your minions will almost never spill secrets when captured
Unique trait(Choose one) :
Start with 125%resources,normal magic and 125%Gold
Start with 5 regulars
Fallen Hero
You are a fallen hero, having rejected the Church of the Redeemer (or other good guy organisation) for your own evil purposes.
Unique trait(Choose one) :
- Forbidden Artefact : Lowers resources and gold to 50%. Start with a special artefact
- Heroic Reputation : You can not easily be attacked by the forces of Good, for they do not wish to acknowledge your fall
Start with 125%resources,normal magic and 125%Gold
Start with 5 regulars
Your Lair. The place where you lurk in all your evilness, and from which you unleash your evil upon the world. Typically, a starting lair is rather bare, with little furnishing or improvements made. Don't worry, you can improve upon it easily.
If needed or wanted, you can evacuate your base, but that is not an operation that should be considered lightly.
A list of possible base upgrades will be posted in the next turn
Research is primarily magical in nature, though even mundane things can be done. The following research topics are available
-Life and Death
-Life (Healing, but also things like mindcontrol)
-Death(Everything from necromancy to talking to death)
-Animation (Giving life to the lifeless)
-The manipulation of space
-Moving of objects (Teleportation, magical gates, telekenisis)
-Summoning ( The summoning of living creatures)
-Conjuring (The summoning of materials both mundane and magical)
- The manipulation of the elements
-Weather manipulation
-Manipulation of the four elements
-Manipulation of forces
- The forces of Alchemy
- Potions
- Transmutation
- Transformation
-Engineering
- Mundane engineering (walls,towers...)
- Magical engineering (Interesting stuff here)
- Warfare engineering
Your minions. The little nameless people you throw at problems to solve them. Broadly speaking, minions come in 3 categories, that being military, social and knowledge.
Military minions are well suited to combat. They're great at causing general mayhem, stealing stuff, and defending the base.
Social minions are focus on more subtle things. They're great at infiltration, lowering your profile, and recruiting others.
Knowledge minions focus on knowledge and it's application. They're great at plotting, expanding your base and researching.
This sounds fun. Is it intended to be a suggestion game or multiplayer? In either case, here's my submission:
Name: Johann Vrax
Archetype: Wizard (Master of the Magical and mundane)
Race: Human - of all the civilised races, perhaps the most prone to lofty ambition and through it, the temptations of evil.
Infamy: 0
Gold: 2000 (5000-3000, traits)
Resources: 100
Magic : 3 (2*1.5, Wizard bonus)
Minions: (5/5)
Base:
Description: A remote and ancient guard tower, predating even the Crusades. Cleansed and occupied by the Church, it has for centuries watched over the surrounding badlands for the taint of evil. With the withdrawal of Church forces to their heartlands, the tower was reluctantly abandoned, and has since found a new owner.
Traits: Three.
Assorted ideas I've chucked out here, including a negative in case that can help balance. Feel free to pick and choose, edit, ignore and use your own etc as necessary.
- Solid Construction: This tower has stood for centuries, and survived being stormed or seiged numerous times. Whoever built it clearly intended it to last, and knew what they were doing.
- Shadowed past - no-one knows who built this tower, for what purpose, or even when. Even after centuries of Church investigation, it still has secrets left to tell.
- Bastion of Good - news of the tower's abandonment has not yet spread. Passing travellers may assume it is still under the Church's occupation, or be easily convinced it is held with their blessing.
- Imposing location - atop a rocky outcrop, the tower commands views of miles around, dominating the surrounding land.
(- As a former Church holding, it's location and layout are well known to them, with some soldiers and heroes having first hand knowledge.)
Edit: Trait ideas added, adjusted resource values calculated. Some wording changes and fixed typos.
Name: Dyrn Bleakwoods
Archetype: Overlord (Undying Loyality)
Race: Halfling
Infamy: 0
Gold: 2500 (5000*1.25-4000)
Resources: 125
Magic : 2
Minions: (5/5)
Base:
Description: A small wood fort off in the woods, which expands farther below ground then above.
Traits: -4000-
Name: Alfozzir Mudbrew
Archetype: Marchent (Wealthy Business)
Race: Dwarf-Lovers of gold and precious stones
Infamy: 0
Gold: 4500
Resources: 100
Magic : 2
Minions: (5/5)
Base:
Description: The back of a store in the city of the Rucus, the biggest city outside the heartlands, builded around now abandoned milatery base, parts of this place was always funded by war and now some work to bring it back.
Traits: -3000-
Name: Adjari
Archetype: Merchant (Wealthy Business)
Race: Djinn
Infamy: 0
Gold: 6500
Resources: 100
Magic : 2
Minions: (5/5) [1 Social, 4 Regular]
Base:
Description: An opulent-looking palace (or the rather sparse beginnings of one) located in a sheltered oasis valley in the desert.
Traits: 6000
What's a "regular" minion? Just a generic mook who's no better at, say, social stuff than a knowledge minion would be?
What counts as nefarious deeds for the purposes of the Eye for Gold Merchant trait?
Name: Tervra Malvine
Archetype: Merchant (Eye for gold)
Race: Wood Elf
Infamy: 0
Gold: 6500
Resources: 100
Magic : 2
Minions: (5/5)
Description: Tervra Malvine never took to the frugal living and balance with nature that was supposed to be her people's way even as a child. There was a sense of worth to be found in large pile of material possessions. It was an accomplishment to have a sizable stash of things she liked. But the things she gathered, made and hoarded were taken from her by her family as they chided her for taking more than she needed from the forest. The more her brothers and sisters pressured her to conform to their ways the more Tervra rebelled. Against their wishes she met with human traders and learned of the subtle power of gold, something that could be traded for anything else. An object that potentially could be converted to any other object. It awoke a fire in her. She desired the stuff more than anything else she had encountered. At first she sold furs, fish and berries but as she grew into a teenager she found that grew her well hidden stockpile of gold much too slowly. She needed more. She had no aims to use it for anything other than hording it but it was like an addiction seeing that small pile of coins grow larger. That was when she stole one of her tribes sacred fruits and sold it to outsiders for a kings ransom in gold coins. There was no question that it had been her who had stolen the fruit. Such an act could not be ignored, such a desecration could not go unanswered and so her family turned on her. With beatings and thrown rocks the people she loved cast her from her home and into exile.
She had kept hold of the money the outsiders had paid her. In anyone else's hands it would be used to settle down and make a new life. But in Tervra that fire still burned, that addiction still gripped her. She had talked often with the human traders and learned much of how they did things but now she had seed money of her own, it was time for her to become a trader. Using the skills her estranged family had bestowed she moved goods through dense forests impassible to most other traders. She exploited the ancient knowledge of her people for profit. Her hoard grew. She bought out other merchants and began expanding her business. When merchants wouldn't sell she'd pay for goons and mercs to muscle them out.
Years would pass before Tervra would return to the grove of her home. She had bought the deeds to the forest out from under them and had come with armed men and eviction notices. She watched with a wicked smile as her family was cast out of their homes and driven from her forest. And what a plentiful forest it was too, this place was going to make her so much money.
Base:
Description: Tervra's base is located in the branches of the Mothertree where her clan made their home. It is a giant tree with a number of structures nestled gently in it's branches. Tervra has installed stairs and walkways cutting into the living wood of the Mothertree at points. The Mothertree is located deep in a dense forest but Tervra is working on clearing a route so she can bring in work crews easier.
Traits: 1000- Secrets of the forest elves.
Edit:Ninjad by piratejoe. I've been working on this last half an hour and kinda don't want to give it up for someone who posted dibs a minute before I posted my sheet :( Sorry about that.
Still a bit wip, specifically on description of Vivian, but I'll be done sooner rather than later.
It's done, unless something is wrong with it.
Name: Vivian Powell
Archetype: Monster (This is not my final form)
Race: Human, once, now corrupted and change into something similar, but vampiric, by the goddess they follow.
Infamy: 0
Gold: 4000
Resources: 150
Magic : 2
Minions: (5/5) (1 military 4 regular)
Description: Vivian Powell was long ago the third born daughter of a declining noble family. She had the teaching one would expect a child of her status would have, learning composure and proper speech, but she cared very little for such things. She was more interested in watching the guards training, stories of adventure, and freedom along with a few other things not considered proper for a lady mostly thanks to her father whom died when she was 8. However, sometime after her father had passed, her mother found out about her desires, and was very strict with her, but still this didn't dissuade her and if anything had the opposite effect, only making her more interested and even made her want to run away and be free, only to have her escape attempt foiled resulting in being under constant observation by the guards.
Eventually, at the age of 17, she was to be married off to someone she never met by her mother in the attempt to create ties with a stronger family and stop their own's decline however on the trip the carriage was attacked by a group of poorly equipped and trained bandits. The guards naturally took care of them quickly but while they where distracted she managed to escape after being chased by the guards a bit. The reason this was even possible was mostly due to the guard that was watching her having been lightly armoured and having taken a blow to the back of the head when he made the unwise decision to turn and try to see what the commotion out of the carriage was.
Once she was a fair way away and sure she was safe from being captured by her own guards, she tried to find something to use as a weapon so she could follow her dreams, though all she was able to get was an old spear she took from a dead body after about a day of searching. She actually struggled to get food or even find a village for some time, living on her own. At first she was worried as she didn't really know too much about survival, only hearing bits and pieces from the stories she loved, but eventually she understood some basics and loved every moment of it.
When she finally found a village, she asked around if they had any issues, but the only ones where a lack of cattle and people to work the fields. Naturally upset, she would ask individuals if they needed anything, only for them to request menial and uninteresting tasks. Eventually night came, and she rested in town until morning came and she went on her way to the next village.
Some time of travel, she was attacked by bandits, although they weren't like the ones who attacked her carriage, instead they where proper deserters. She tried fighting them, getting only broken bones and bleeding cuts for her efforts, along with everything except the clothes on her back and her spear, which the bandits thought of as worthless, taken. After a few years, at the age of 23. Things weren't going well for her, and she was starving, forced to steel to live, becoming not a hero like the stories but a bandit. However she didn't mind, she created her own action and she enjoyed that, however she didn't enjoy starving, and unfortunately no small group of anyone ever seemed to come by, just large ones she couldn't steal from.
She would eventually find herself extremely thin, her body malnourished and suffering until she found a nice looking town, large and bustling. She would have entered it and stolen plenty of food over the course of a few months, but she would be caught eventually and thrown into the dungeon, only for her to be taken by the lord of the town, and from what she heard from the nearby cell, he only took people who wouldn't be missed, and they never came back. She would have died down there and her body put in a crate in a hidden room underneath, but something spoke to her, something changed her, moulded her, and something kept her alive. And after many many years, it was time for her to wake up again.
Currently, her hair is black as pitch, skin white like a dolls and eyes red. She is similar to what she looked like before her death, or rather, what should have been her death, but obviously, the colour of her skin, hair and eyes where different. However she is unlikely to stay looking that way for long, most likely changing in the future, if she isn't vanquished anyway.
Base:
Description: An out of the way decrepit and crumbling fortress in a cold land surrounded by the ruins of a town or city. Once a thriving center of civilization it was destroyed and abandoned long ago and left to face the relentless force of time. Plant life has taken over a chunk of the town, yet the inside of the castle has a few secrets, leading to places more well maintained.
Traits: 1000- Hidden Entrance
Week 0: Shadows Gather
The withdrawal of the church leaves the Fringe in chaos. Many outposts, monasteries and fortresses have been abandoned, or are held only by a skeleton force. Beasts and monsters, once nearly driven to extinction by the church's constant patrols and vigilant heroes, are sighted once more. Nobles ignore church-brokered agreements, seeking vengeance for past sleights or simply wealth and power. Bandits too take advantage from the sudden chaos and vanished patrols, harassing travels and traders alike.
It won't take long for the local powers to adjust and sort out their troubles, but in the chaos of the sudden withdrawal, there's plenty of opportunity, if one knows how to find it.
Event : Chaos : Bonus to planning for all people.
The local population maintains some interesting myths about your new home. Many are about it's purported origin, attributing it's construction to Gods, ancient heroes or evils. Some say it was build by men, but cursed. Others claim it has always been there, an outcropping or growth on the cliff upon which it stands. Some say that the tower itself is a living entity. One interesting myth, or well a prophecy really, says that the tower has been host to many people, but that it only ever had 1 master. Everyone else, every petty ruler, hero, commander or priest was merely a Guest, tolerated and served, but a Guest nonetheless.
All quaint tales, but they may serve your purposes. For you, however, the primary benefit is that it's empty, sturdy and a perfect spot to practice magic.
Name: Johann Vrax
Archetype: Wizard (Master of the Magical and mundane: strong bonus to plotting)
Race: Human - of all the civilized races, perhaps the most prone to lofty ambition and through it, the temptations of evil.
Infamy: 0
Gold: 2000
Resources: 100
Magic : 3
Minions: (5/5)
- 1 Apprentice
- 4 Serfs
Base:
Description: A remote and ancient guard tower, predating even the Crusades. Cleansed and occupied by the Church, it has for centuries watched over the surrounding badlands for the taint of evil. With the withdrawal of Church forces to their heartlands, the tower was reluctantly abandoned, and has since found a new owner.
Traits:
- Shadowed Past : no-one knows who built this tower, for what purpose, or even when. Even after centuries of Church investigation, it still has secrets left to tell.
- Solid Construction: This tower has stood for centuries, and survived being stormed or seiged numerous times. Whoever built it clearly intended it to last, and knew what they were doing.
- Imposing location - atop a rocky outcrop, the tower commands views of miles around, dominating the surrounding land.
You awaken in a town whose name the world has forgotten. Once it was ruled by a strict Lord with a dark secret, but he too has been forgotten. Ages ago, the church found this place, discovered the secret, and purified everything. They burned the town to the ground, grew forests over it's once lush fields, and erased it's memory from the world. Then, you were already dead, of course. The purification tore away the rituals that bound you, and almost exiled the essence that corrupted. But divine power is not so easily overcome.
The times are changing, and as the flows of magic grows ever more turbulent and chaotic, your life returns to you.
Name: Vivian Powell
Archetype: Monster (This is not my final form)
Race: Human, once, now corrupted and change into something similar, but vampiric, by the goddess they follow.
Infamy: 0
Gold: 4000
Resources: 150
Magic : 2
Minions: (5/5)
- 1 Vampiric Bandit
- 4 Thralls
Description: Vivian Powell was long ago the third born daughter of a declining noble family. She had the teaching one would expect a child of her status would have, learning composure and proper speech, but she cared very little for such things. She was more interested in watching the guards training, stories of adventure, and freedom along with a few other things not considered proper for a lady mostly thanks to her father whom died when she was 8. However, sometime after her father had passed, her mother found out about her desires, and was very strict with her, but still this didn't dissuade her and if anything had the opposite effect, only making her more interested and even made her want to run away and be free, only to have her escape attempt foiled resulting in being under constant observation by the guards.
Eventually, at the age of 17, she was to be married off to someone she never met by her mother in the attempt to create ties with a stronger family and stop their own's decline however on the trip the carriage was attacked by a group of poorly equipped and trained bandits. The guards naturally took care of them quickly but while they where distracted she managed to escape after being chased by the guards a bit. The reason this was even possible was mostly due to the guard that was watching her having been lightly armoured and having taken a blow to the back of the head when he made the unwise decision to turn and try to see what the commotion out of the carriage was.
Once she was a fair way away and sure she was safe from being captured by her own guards, she tried to find something to use as a weapon so she could follow her dreams, though all she was able to get was an old spear she took from a dead body after about a day of searching. She actually struggled to get food or even find a village for some time, living on her own. At first she was worried as she didn't really know too much about survival, only hearing bits and pieces from the stories she loved, but eventually she understood some basics and loved every moment of it.
When she finally found a village, she asked around if they had any issues, but the only ones where a lack of cattle and people to work the fields. Naturally upset, she would ask individuals if they needed anything, only for them to request menial and uninteresting tasks. Eventually night came, and she rested in town until morning came and she went on her way to the next village.
Some time of travel, she was attacked by bandits, although they weren't like the ones who attacked her carriage, instead they where proper deserters. She tried fighting them, getting only broken bones and bleeding cuts for her efforts, along with everything except the clothes on her back and her spear, which the bandits thought of as worthless, taken. After a few years, at the age of 23. Things weren't going well for her, and she was starving, forced to steal to live, becoming not a hero like the stories but a bandit. However she didn't mind, she created her own action and she enjoyed that, however she didn't enjoy starving, and unfortunately no small group of anyone ever seemed to come by, just large ones she couldn't steal from.
She would eventually find herself extremely thin, her body malnourished and suffering until she found a nice looking town, large and bustling. She would have entered it and stolen plenty of food over the course of a few months, but she would be caught eventually and thrown into the dungeon, only for her to be taken by the lord of the town, and from what she heard from the nearby cell, he only took people who wouldn't be missed, and they never came back. She would have died down there and her body put in a crate in a hidden room underneath, but something spoke to her, something changed her, moulded her, and something kept her alive. And after many many years, it was time for her to wake up again.
Currently, her hair is black as pitch, skin white like a dolls and eyes red. She is similar to what she looked like before her death, or rather, what should have been her death, but obviously, the colour of her skin, hair and eyes where different. However she is unlikely to stay looking that way for long, most likely changing in the future, if she isn't vanquished anyway.
Base:
Description: An out of the way decrepit and crumbling fortress in a cold land surrounded by the ruins of a town or city. Once a thriving center of civilization it was destroyed and abandoned long ago and left to face the relentless force of time. Plant life has taken over a chunk of the town, yet the inside of the castle has a few secrets, leading to places more well maintained.
Traits:
Hidden Entrance
The ways of the Wood elves are primitive, outdated, archaic. An oppressive society, dominated by elders obsessed with maintaining "natural balance", or rather, their own power. So when you challenged that precious power of them by taking just one of their sacred fruits, they banished you, and threw you out of their precious forest. But you worked your way through the world, and now, by right of Gold and steel, you have returned, and taken back your forest. They cried when you threw them out, but you paid them no heed.
After all, it's just business, isn't it.
Name: Tervra Malvine
Archetype: Merchant (Eye for gold)
Race: Wood Elf
Infamy: 0
Gold: 5500
Resources: 100
Magic : 2
Minions: (5/5)
- 1 Wood Elf Trader
- 4 Wood Elf Servants
Description: Tervra Malvine never took to the frugal living and balance with nature that was supposed to be her people's way even as a child. There was a sense of worth to be found in large pile of material possessions. It was an accomplishment to have a sizable stash of things she liked. But the things she gathered, made and hoarded were taken from her by her family as they chided her for taking more than she needed from the forest. The more her brothers and sisters pressured her to conform to their ways the more Tervra rebelled. Against their wishes she met with human traders and learned of the subtle power of gold, something that could be traded for anything else. An object that potentially could be converted to any other object. It awoke a fire in her. She desired the stuff more than anything else she had encountered. At first she sold furs, fish and berries but as she grew into a teenager she found that grew her well hidden stockpile of gold much too slowly. She needed more. She had no aims to use it for anything other than hording it but it was like an addiction seeing that small pile of coins grow larger. That was when she stole one of her tribes sacred fruits and sold it to outsiders for a kings ransom in gold coins. There was no question that it had been her who had stolen the fruit. Such an act could not be ignored, such a desecration could not go unanswered and so her family turned on her. With beatings and thrown rocks the people she loved cast her from her home and into exile.
She had kept hold of the money the outsiders had paid her. In anyone else's hands it would be used to settle down and make a new life. But in Tervra that fire still burned, that addiction still gripped her. She had talked often with the human traders and learned much of how they did things but now she had seed money of her own, it was time for her to become a trader. Using the skills her estranged family had bestowed she moved goods through dense forests impassible to most other traders. She exploited the ancient knowledge of her people for profit. Her hoard grew. She bought out other merchants and began expanding her business. When merchants wouldn't sell she'd pay for goons and mercs to muscle them out.
Years would pass before Tervra would return to the grove of her home. She had bought the deeds to the forest out from under them and had come with armed men and eviction notices. She watched with a wicked smile as her family was cast out of their homes and driven from her forest. And what a plentiful forest it was too, this place was going to make her so much money.
Base:
Description: Tervra's base is located in the branches of the Mothertree where her clan made their home. It is a giant tree with a number of structures nestled gently in it's branches. Tervra has installed stairs and walkways cutting into the living wood of the Mothertree at points. The Mothertree is located deep in a dense forest but Tervra is working on clearing a route so she can bring in work crews easier.
Traits:
- Secrets of the forest elves: The forest hides many trees, though exploiting them may take a significant amount of work
Ancient myths among the Bedouins talk about a mysterious oasis near the desert, filled with the most opulent treasures. The myth speak of wealth, curses, ancient artifacts, of monsters and labyrinths. They speak of unparalleled wealth, of immortality, of death and eternal torment. Many people have been led astray by the desert mirages, or disappeared in the desert without trace in search of the treasure.
All things consider, you have a rather big reputation to live up to.
Name: Adjari
Archetype: Merchant (Wealthy Business)
Race: Djinn
Infamy: 0
Gold: 6500
Resources: 100
Magic : 2
Minions: (5/5) [1 Social, 4 Regular]
4 Djinn Regular
Base:
Description: An opulent-looking palace (or the rather sparse beginnings of one) located in a sheltered oasis valley in the desert.
Traits: 6000
- Protected Oasis
- Ostentatious Palace
- Illusions of Wealth
- Mythical Palace
- Deadly Desert
- Major Trade Route
Many things lurk in the forest. Bears, wolves, trolls, wargs. Often people fear the largest, ignoring the many smaller and just as lethal creatures that scurry underneath. A snake or spider can kill as easily massive bear, but only an experienced ranger knows to pay proper attention to the former. Even they however, may be taken unaware by a Halfling bandit. The small, often goodnatured halflings are rarely considered a great threat, which is what has allowed this particular group to stay unnoticed for so long.
Name: Dyrn Bleakwoods
Archetype: Overlord (Undying Loyality)
Race: Halfling
Infamy: 0
Gold: 2500
Resources: 125
Magic : 2
Minions: (5/5)
5 Regular Halflings
Base:
Description: A small wood fort off in the woods, which expands farther below ground then above.
Traits: -4000
- Underground
- Secluded
- ?? (Suggestions are fine)
Quick questions:
- Can we perform actions personally, or is that left only to minions? If so, are there restrictions to which?
- Would you like us to copy our character spoilers into our posts, and amend them for the turn's expenditure?
- Apprentice Plots.
- One serf builds a library
- Three serfs obtain resources, by theft or back-breaking labour. Their choice.
Name: Johann Vrax
Archetype: Wizard (Master of the Magical and mundane: strong bonus to plotting)
Race: Human - of all the civilized races, perhaps the most prone to lofty ambition and through it, the temptations of evil.
Infamy: 0
Gold: 2000 - 750 = 1250
Resources: 100 -75 = 25
Magic : 3
Minions: (5/5)
- 1 Apprentice
- 4 Serfs
Base:
Description: A remote and ancient guard tower, predating even the Crusades. Cleansed and occupied by the Church, it has for centuries watched over the surrounding badlands for the taint of evil. With the withdrawal of Church forces to their heartlands, the tower was reluctantly abandoned, and has since found a new owner.
Traits:
- Shadowed Past : no-one knows who built this tower, for what purpose, or even when. Even after centuries of Church investigation, it still has secrets left to tell.
- Solid Construction: This tower has stood for centuries, and survived being stormed or seiged numerous times. Whoever built it clearly intended it to last, and knew what they were doing.
- Imposing location - atop a rocky outcrop, the tower commands views of miles around, dominating the surrounding land.
Johann Vrax grinned, admiring the magnificant view from the roof of his new home. The charms set up by its previous occupants to ward the door had been child's play to dismiss - almost, he briefly reflected, as if the tower itself wished them gone. Vrax quickly disregarded such peasants' superstitions; most likely the Church had simply left in too much of a hurry to pay attention to such things. They had certainly left a lot of furniture lying around; enough to furnish some basic living quarters, with the rest currently being repurposed by one of his minions into a library for the small collection of texts he had brought with him.
Johann watched as the rest of his followers departed on their errands. Three of them were just to obtain some resources to help furnish the empty space in the tower. The fourth - by far the most promising of his acolytes - had special orders, to scout around and see what opportunities awaited within the chaos of Church withdrawal. A test, more than anything, but one the wizard had no doubt she'd pass with flying colours. Unlike those other idiots, who probably couldn't even find building materials in a desert of rocks. Ah well, they might surprise him.
Edit: Vrax taken off of plot action; fluff added.
I believe all new people are going to become waitlisted ~_~ , so just let the game keep flowing on.
Name: Ruliax Cyrobore
Archetype: Wizard (Arch-Mage)
Race: Risen, a more sophisticated variant of a simple zombified human, they are truly sapient and have the capability of speech, but carry the other flaws of being a corpse like the stench
Infamy: 0
Gold: 1000 (5000-4000)
Resources: 100
Magic: 3
Minions: (5/5)
Base:
Description: A ironclad derelict and remote citadel that was mined during the Crusades, and as for now just a minor relic of a fort, that is located in northernmost region of freezing taigas and tundras. It was one used by the Crusaders of the past that utilizes shaft mining technology to extract a unique resource for their own purposes as the fort surrounded the mining operation, and the closest form of human contact are several fishing villages that are a few kilometers away.
Traits: 4; -4000
Precursor Shaft Mines: The fortification surrounds several ancient technology shaft mines that are somewhat worn out, they could be put to use and explored
Remote: The mining citadel is a quite a distance away from major civilizations, except for the outskirts of fishing villages and this means that contact will be less frequent
Freezing Cold: The taiga and tundra of the mining citadel’s is very uncomfortable to the living, and only the brave-hearty and poor souls remain here.
Unknown Resource: A ancient metal or crystal, or at least some resource was extracted here by the derelict and ancient mining shafts, but what could be so valuable for a mining base this distant?
Ironclad Fortification: The fortifications of the ruins are still usable and have effective gate chokepoints and watch towers, but the walls have been long worn down against the bitter cold
One (1) Thrall works on making one of the old storage rooms into a library, replacing the rotting shelves with proper book cases and repairing the walls, floor, and ceiling. (75 resources, 750 gold 1 Minion week)
Another Thrall, meanwhile, makes a room for training out of the old and admittedly small guards barracks, a fair distance away from the ruined dungeon and torture room, but still connected. (50 resources, 500 gold 1 Minion week)
Vivian herself starts planning her next moves, trying to find out what has happened in the many years since she last was awake and well. She tries to get some help from her two thralls, even if they might not be good conversationalists, let alone thinkers.
Meanwhile, the Bandit under her command would simply try to get a lay of the surrounding land, told to try and remain low. Any surrounding towns, villages, farms, temples, and other noteworthy landmarks where to be noted and, to some extent, mapped.
It was quiet, as it had been for many many years, but to Powell? The silence was odd to her. For the many many years she had been gone, she had heard the voice of the one who saved her, who had tried to keep her alive, who, for a moment, seemed almost distant and pushed back by some force. But now, there wasn't any voice, nothing but the sound of one or two muffled sounds from outside. Despite how unusual it was to her, she enjoyed it. Soon enough, her vision slowly started to change, from pitch blackness surrounding her to something in front of her, soon enough, she could fully see the top of the box that covered her, and soon enough, the ability to move followed. She would quickly get out of what was her coffin for the longest time, starting to explore the insides of the dungeon she once died in, gathering her bearings and finding out how good it felt to be able to walk around again. She felt happy, and thankful for the gift of being able to yet live despite how she should have passed on, a gift at another chance. She knew in time she would have to repay her debt, but she didn't mind, it was the least she could do after all. Still, after looking around the place and seeing the upstairs, outside in the remnants of what was once a powerful castle and town, she knew that there was a lot of work ahead of her, and she certainty would have a long road ahead of her. For a moment, she thought maybe she should move on, and head someplace else to a greener pasture of sorts, but she soon had such thoughts brushed aside when she saw what she looked like. While she personally didn't mind her new look, it wasn't one that people could call natural, and if she was to go out in broad daylight looking the way she did, well, she might be called a witch, or maybe even an animated doll controlled by vile magics. Either way, she had a feeling that going outside was a bad idea anyway, at least at the moment, mostly going off of how she struggled a bit to see outside as the light hurt her eyes. Heading back down to what would be her home for the foreseeable future, she was about to get to work making the place a bit more livable, when she noticed others, much like herself, one of the ones seemed somewhat familiar, reminding her of someone from her past life, the others, not so much. For a moment, she wondered if they would help her or not, but it soon became apparent where their loyalties lied.
Now, it seemed it was time to get to work. In time, they would spread the word of the one who saved them, eventually the world would understand, but that was in the future...
Week 1
The reorganization of the Church continues. Army columns march towards to Heartlands, joined by bands of heroes, merchants and much more. In many places, it seems more like a circus than a religious march. Even so, the effects of the withdrawal continue to be felt. Fortresses are closed, watchtowers abandoned. Here and there, the Church goes to the effort of demolishing their fortifications behind them. In most places, they're simply abandoned in place.
Chaos continues
Event : Chaos : Bonus to planning for all people.
- Apprentice Plots. Mild Failure, Crit Failure
- One serf builds a library
- Three serfs obtain resources, by theft or back-breaking labour. Their choice. (+5, +2, + 2) Neutral, Mild Failure, Mild Failure
As a proper mage your first priority is, of course, the installation a proper library. The work is simple consisting mainly of rearranging the tower's existing furniture, and several trips to nearby cities to pick all the nessecairy reference works. By the end of the week you have a decent, if sparsely filled library, with all the basic reference works to give someone the beginning of an education. It also contains a small shelf for whatever magical scrolls you may acquire.
Meanwhile, the rest of your serfs has been eagerly at work gathering wood, stone and other material from the surrounding area. Their work is, though not an outright failure, thoroughly disappointing. By the end of the week the three of them have only gathered as much resources as a dedicated worker could have acquired in a day.
At first it seems that your apprentice is working out well, but then things start to become a bit odd. She secludes herself, plans day and night, working on ever more esoteric plans. By the time, you intervene, she's actually developed a pretty decent cackling laugh. The culprit is the target of proposed raid. The Orb of Desire, a mundane and boring rock, upon which (once upon a time) a love potion was spilled. It's a valueless stone, but the powerful magic still occasionally affects those who consider it too strongly.
Since your apprentice only spent half a day doing actual work, the resulting plans are a bit lacking. Still, there's 1 promising lead. Before the Withdrawal, the Church was considering to renovate a smaller watchtower nearby. A lot of the materials were already delivered, and not sit at the site under only light guard.
Known opportunities :
Resource Stockpile : Risk : Low, Loot : Material, Notoriety : Neglible Time 3 weeks
Name: Johann Vrax
Archetype: Wizard (Master of the Magical and mundane: strong bonus to plotting)
Race: Human - of all the civilized races, perhaps the most prone to lofty ambition and through it, the temptations of evil.
Infamy: 0
Gold: 1250
Resources: 34
Magic : 3
Minions: (5/5)
- 1 Apprentice
- 4 Serfs
Base:
Description: A remote and ancient guard tower, predating even the Crusades. Cleansed and occupied by the Church, it has for centuries watched over the surrounding badlands for the taint of evil. With the withdrawal of Church forces to their heartlands, the tower was reluctantly abandoned, and has since found a new owner.
Buildings
- 1 Library
Traits:
- Shadowed Past : no-one knows who built this tower, for what purpose, or even when. Even after centuries of Church investigation, it still has secrets left to tell.
- Solid Construction: This tower has stood for centuries, and survived being stormed or seiged numerous times. Whoever built it clearly intended it to last, and knew what they were doing.
- Imposing location - atop a rocky outcrop, the tower commands views of miles around, dominating the surrounding land.
One (1) Thrall works on making one of the old storage rooms into a library, replacing the rotting shelves with proper book cases and repairing the walls, floor, and ceiling. (75 resources, 750 gold 1 Minion week)
Another Thrall, meanwhile, makes a room for training out of the old and admittedly small guards barracks, a fair distance away from the ruined dungeon and torture room, but still connected. (50 resources, 500 gold 1 Minion week)
Vivian herself starts planning her next moves, trying to find out what has happened in the many years since she last was awake and well. She tries to get some help from her two thralls, even if they might not be good conversationalists, let alone thinkers. Success, Great success
Meanwhile, the Bandit under her command would simply try to get a lay of the surrounding land, told to try and remain low. Any surrounding towns, villages, farms, temples, and other noteworthy landmarks where to be noted and, to some extent, mapped. Great Success
Construction on the library and training room proceeds apace. Old furniture is taken from the ruins, repaired as much as able, and brought into the fortress. Soon, you have a fully equipped library and training room.
After some pointed questions about where exactly those books and other newfangled equipment came from, your minions pointed out that they found a sympathetic merchant with long opening hours close by. The man turns out to a decent conversationalists, completely unfazed by your peculiar appearance or that of your thralls. He tells you a bunch of interesting stories, a few myth about the area, but among all of that you learn some very interesting things.
First, the Church of the Redeemer appears to be in full retreat. As a major local power, their sudden retreat has caused some very peculiar issues, leading to various shipments of the soldiers wages having to chase the soldiers across the country. One such shipment is expected to pass by tomorrow.
Second, there are rumors about the discovery of an ancient temple found in the woods. The church has patrols turning everyone away for a small section of the forest, and rumors go that they send a missive home to request the presence of an Inquisitor to purify the Temple.
Your bandit has completed his survey of the local area. Despite the fertile plains, it seems the area never really recovered from Church's wrath all those years ago. There's a fair amount of trade along the river and over the local roads, but outside that there are only a few small villages that mostly rely upon themselves. There are no particularly noteworthy areas that they could find, at least so far.
Available Opportunities :
- Raid the wage transfer Risk : Low, Loot : Wealth, Notoriety : Neglible 3 weeks
- Scout the temple Risk : Low, Loot : Knowledge, Notoriety : None 3 weeks
- Take the Temple Risk : High, Loot : ???l, Notoriety : ??? 3 weeks
Name: Vivian Powell
Archetype: Monster (This is not my final form)
Race: Human, once, now corrupted and change into something similar, but vampiric, by the goddess they follow.
Infamy: 0
Gold: 2750
Resources: 25
Magic : 2
Minions: (5/5)
- 1 Vampiric Bandit
- 4 Thralls
Description: Vivian Powell was long ago the third born daughter of a declining noble family. She had the teaching one would expect a child of her status would have, learning composure and proper speech, but she cared very little for such things. She was more interested in watching the guards training, stories of adventure, and freedom along with a few other things not considered proper for a lady mostly thanks to her father whom died when she was 8. However, sometime after her father had passed, her mother found out about her desires, and was very strict with her, but still this didn't dissuade her and if anything had the opposite effect, only making her more interested and even made her want to run away and be free, only to have her escape attempt foiled resulting in being under constant observation by the guards.
Eventually, at the age of 17, she was to be married off to someone she never met by her mother in the attempt to create ties with a stronger family and stop their own's decline however on the trip the carriage was attacked by a group of poorly equipped and trained bandits. The guards naturally took care of them quickly but while they where distracted she managed to escape after being chased by the guards a bit. The reason this was even possible was mostly due to the guard that was watching her having been lightly armoured and having taken a blow to the back of the head when he made the unwise decision to turn and try to see what the commotion out of the carriage was.
Once she was a fair way away and sure she was safe from being captured by her own guards, she tried to find something to use as a weapon so she could follow her dreams, though all she was able to get was an old spear she took from a dead body after about a day of searching. She actually struggled to get food or even find a village for some time, living on her own. At first she was worried as she didn't really know too much about survival, only hearing bits and pieces from the stories she loved, but eventually she understood some basics and loved every moment of it.
When she finally found a village, she asked around if they had any issues, but the only ones where a lack of cattle and people to work the fields. Naturally upset, she would ask individuals if they needed anything, only for them to request menial and uninteresting tasks. Eventually night came, and she rested in town until morning came and she went on her way to the next village.
Some time of travel, she was attacked by bandits, although they weren't like the ones who attacked her carriage, instead they where proper deserters. She tried fighting them, getting only broken bones and bleeding cuts for her efforts, along with everything except the clothes on her back and her spear, which the bandits thought of as worthless, taken. After a few years, at the age of 23. Things weren't going well for her, and she was starving, forced to steal to live, becoming not a hero like the stories but a bandit. However she didn't mind, she created her own action and she enjoyed that, however she didn't enjoy starving, and unfortunately no small group of anyone ever seemed to come by, just large ones she couldn't steal from.
She would eventually find herself extremely thin, her body malnourished and suffering until she found a nice looking town, large and bustling. She would have entered it and stolen plenty of food over the course of a few months, but she would be caught eventually and thrown into the dungeon, only for her to be taken by the lord of the town, and from what she heard from the nearby cell, he only took people who wouldn't be missed, and they never came back. She would have died down there and her body put in a crate in a hidden room underneath, but something spoke to her, something changed her, moulded her, and something kept her alive. And after many many years, it was time for her to wake up again.
Currently, her hair is black as pitch, skin white like a dolls and eyes red. She is similar to what she looked like before her death, or rather, what should have been her death, but obviously, the colour of her skin, hair and eyes where different. However she is unlikely to stay looking that way for long, most likely changing in the future, if she isn't vanquished anyway.
Base:
Buildings:
--Training Room
--Library
Description: An out of the way decrepit and crumbling fortress in a cold land surrounded by the ruins of a town or city. Once a thriving center of civilization it was destroyed and abandoned long ago and left to face the relentless force of time. Plant life has taken over a chunk of the town, yet the inside of the castle has a few secrets, leading to places more well maintained.
Traits:
Hidden Entrance
Actions: 2 servants build an inn (50 resources, 750 gold 2 Minion week)
2 servants build a road through the forest that passes by the Mothertree so that travelers pass through the forest. (cost unknown)
1 merchant is sent to assess the markets of nearby towns to find out what they produce and what they need
Work on the Inn progress rapidly and by the end of the week you have a neat, scenic Inn constructed among the trees. Construction of the road however takes a far longer period of time. Your minions manage to create a path, a trial, but any actual attempt to meaningfully cut back the forest is repulsed by the trees themselves. You minions fruitlessly saw into trees for day one end, and when they finally manage to topple one, they find that the very next day it has pulled itself right again.
Your merchant assesses the markets of the nearby towns. As expected, they're not particularly interesting. Just the usual demands for a tiny amount of affordable luxury goods, some magical medicine, and the usual tools, clothes and other necessities. Their production is equally boring. Many are farmers, or hunters, who simply provide what they catch or farm. A few craftsman live in each village, providing some tools. About the only thing of moderate interest is a retired priest who lives a few villages over, who occasionally heals the sick and wounded. Nonetheless, your eye for gold sees a few opportunities which you soon turn into reality.
Name: Tervra Malvine
Archetype: Merchant (Eye for gold)
Race: Wood Elf
Infamy: 0
Gold: 5000
Resources: 50
Magic : 2
Minions: (5/5)
- 1 Wood Elf Trader
- 4 Wood Elf Servants
Description: Tervra Malvine never took to the frugal living and balance with nature that was supposed to be her people's way even as a child. There was a sense of worth to be found in large pile of material possessions. It was an accomplishment to have a sizable stash of things she liked. But the things she gathered, made and hoarded were taken from her by her family as they chided her for taking more than she needed from the forest. The more her brothers and sisters pressured her to conform to their ways the more Tervra rebelled. Against their wishes she met with human traders and learned of the subtle power of gold, something that could be traded for anything else. An object that potentially could be converted to any other object. It awoke a fire in her. She desired the stuff more than anything else she had encountered. At first she sold furs, fish and berries but as she grew into a teenager she found that grew her well hidden stockpile of gold much too slowly. She needed more. She had no aims to use it for anything other than hording it but it was like an addiction seeing that small pile of coins grow larger. That was when she stole one of her tribes sacred fruits and sold it to outsiders for a kings ransom in gold coins. There was no question that it had been her who had stolen the fruit. Such an act could not be ignored, such a desecration could not go unanswered and so her family turned on her. With beatings and thrown rocks the people she loved cast her from her home and into exile.
She had kept hold of the money the outsiders had paid her. In anyone else's hands it would be used to settle down and make a new life. But in Tervra that fire still burned, that addiction still gripped her. She had talked often with the human traders and learned much of how they did things but now she had seed money of her own, it was time for her to become a trader. Using the skills her estranged family had bestowed she moved goods through dense forests impassible to most other traders. She exploited the ancient knowledge of her people for profit. Her hoard grew. She bought out other merchants and began expanding her business. When merchants wouldn't sell she'd pay for goons and mercs to muscle them out.
Years would pass before Tervra would return to the grove of her home. She had bought the deeds to the forest out from under them and had come with armed men and eviction notices. She watched with a wicked smile as her family was cast out of their homes and driven from her forest. And what a plentiful forest it was too, this place was going to make her so much money.
Base:
Buildings :
- Inn
Description: Tervra's base is located in the branches of the Mothertree where her clan made their home. It is a giant tree with a number of structures nestled gently in it's branches. Tervra has installed stairs and walkways cutting into the living wood of the Mothertree at points. The Mothertree is located deep in a dense forest but Tervra is working on clearing a route so she can bring in work crews easier.
Traits:
- Secrets of the forest elves: The forest hides many trees, though exploiting them may take a significant amount of work
1 Regular Builds Training Room (-500 Gold, -50 Resources)
2 Regulars Build Inn (-750 Gold, -50 Resources)
1 Regular gathers Resources, by hook or crook (
1 Social attempts to purchase Resources with Gold
Construction of a simple Inn and a training room progresses rapidly , though a minor accounting error means that Inn is much more expensive than you originally expected. Apparently, your original estimates where based on prices that were quite a while out of date.
Your other minions where tasked with finding more resources. One of them cleverly manages to liberate 10 resources from a passing Trader. The other simply asks the price. The trader is willing to sell you up to a 100 resources, at a price of 10 gold pieces, which is an outrageous sum of a money. You can decide what amount you desire to purchase.
Name: Adjari
Archetype: Merchant (Wealthy Business)
Race: Djinn
Infamy: 0
Gold: 5250
Resources: 10
Magic : 2
Minions: (5/5) [1 Social, 4 Regular]
4 Djinn Regular
1 Djinn
Base:
Building :
- Training Room
- Inn
Description: An opulent-looking palace (or the rather sparse beginnings of one) located in a sheltered oasis valley in the desert.
Traits: 6000
- Protected Oasis
- Ostentatious Palace
- Illusions of Wealth
- Mythical Palace
- Deadly Desert
- Major Trade Route
I'm gonna have two of my men set up an inn nearby, While another two scout around the area, and the last one forges for resources.
Construction of the Inn takes but a single week, and soon you have a neat little Inn set into the hillside with a secret entrance in the winecellar (but no wine, sadly).
Your forager manages to acquire 10 resources.
Scouting of the immediate area provides a few usefull results. There's a nearby warehouse, decently guarded, where Gold and resources are kept.
At the same time, you also come across two interesting opportunities. First, a message tower for the church, where messenger doves are kept and dispatched, second a minor shrine to a local God. Infiltrating the former could provide a wealth of information. Defiling the latter would a be a great source of money, and a spectacular way to put your name on the table.
Name: Dyrn Bleakwoods
Archetype: Overlord (Undying Loyality)
Race: Halfling
Infamy: 0
Gold: 1750
Resources: 85
Magic : 2
Minions: (5/5)
5 Regular Halflings
Base:
Description: A small wood fort off in the woods, which expands farther below ground then above.
Traits: -4000
- Underground
- Secluded
- ?? (Suggestions are fine)
((A few quick questions:
1. What do the numbers (+5, +2, +2) next to my resource-gathering minions represent? If it's the resources gained, then you've given me too many (I think I should be on 34).
2. How does upgrading minions at the library work? I assume from the description that it requires apprentices or equivalent and bumps them up to the next tier of knowledge minion? If so, how many 'tiers' can it advance to at present?
3. How long do opportunities last? A week? Until further notice?
4. As far as I can tell, are there any long-term consequences of that crit fail or has my minion recovered?))
Name :Forn la'ken Norn
Archetype: Fallen Hero
Race: Human{blood descendant of the Norse God of Tricks.}
Infamy: 0
Gold: 2500-750-750=1000
Resources: 50-50=0
Magic: 2
Minons-
Regular: 5/5
Forbidden Artifact: Necromica Neruoxis (http://www.bay12forums.com/smf/index.php?topic=171439.msg7813408#msg7813408)
A cave hidden behind a waterfall at the top of a thickly forested mountain.
Its been expanded to better hold yourself. It's pretty basic, and a bit to close to civilization for your liking, but few travel here, due to its rocky treacherous natural nature. And there's room inside the mountain to expand further over time.
Traits: Natural Defenses, Thick with Nature, Hidden Natural Wonder, Waterfall Entrance, Expansion Possible.
1 Inn-50 Resources and 750 Gold. Near the nearest crossroads.
1 Library- 750 Gold.
Do I get to join?
The Vampiric bandit and two thralls go to scout out the nearby temple, naturally with the bandit leading them.
Two Thralls work on gathering resources for the construction of a guardroom
Vivian felt quite pleased with what had been done in the week, rooms properly set up beneath the ruins of the castle that was once her tomb. She would make sure to put the equipment and new rooms to work, hoping that her Thralls could learn from the experience, though she wondered about the heretical temple that the one merchant talked about. Really, she wished she knew the merchant's name and would request it to be given to her by her Thralls. The man could be quite useful to her, and if he kept being kind to her servants despite their looks he should deserve some amount back, after all, she doubted that the majority would look at her and her servants and simply bat an eye. Regardless, there was still much to learn of the new times, and much more to know of the surrounding and further away lands. But for now it was time for a bit more action, at least from her servants. She would of course join them in their actions some time later, but she was busy with expanding her knowledge. Naturally, she would send a group out to scout the temple with the skilled combatant leading them, but the others would go gather more materials and equipment from above to be brought below for further construction, specifically for restoring one of the many old and tarnished rooms near the entrance and turning it into a guards room, both to make sure those that find their way in who are uninvited don't leave, and to give a place for those she desired to be trained in combat to practice. Somewhat related to that, she realized that she would require more working under her sooner rather then later, and that repairing the cells to make decent quarters for her further thralls and vampiric workers would be wise, but something to do in the future. There really was a lot she needed to do, and all of which couldn't be done at once. But this was fine, she could be patient, after all, she had been patient for a long time already, whats a few weeks compared to many many years?
- 4 serfs raid the Resource Stockpile.
- 1 apprentice trains at library. (-300g)
Name: Johann Vrax
Archetype: Wizard (Master of the Magical and mundane: strong bonus to plotting)
Race: Human - of all the civilized races, perhaps the most prone to lofty ambition and through it, the temptations of evil.
Infamy: 0
Gold: 1250 - 300 = 950
Resources: 34
Magic : 3
Minions: (5/5)
- 1 Apprentice
- 4 Serfs
Known Opportunities:
- Resource Stockpile : Risk : Low, Loot : Material, Notoriety : Neglible Time 3 weeks
Base:
Description: A remote and ancient guard tower, predating even the Crusades. Cleansed and occupied by the Church, it has for centuries watched over the surrounding badlands for the taint of evil. With the withdrawal of Church forces to their heartlands, the tower was reluctantly abandoned, and has since found a new owner.
Buildings
- 1 Library
Traits:
- Shadowed Past : no-one knows who built this tower, for what purpose, or even when. Even after centuries of Church investigation, it still has secrets left to tell.
- Solid Construction: This tower has stood for centuries, and survived being stormed or seiged numerous times. Whoever built it clearly intended it to last, and knew what they were doing.
- Imposing location - atop a rocky outcrop, the tower commands views of miles around, dominating the surrounding land.
The optimism with which Vrax had began the week turned out to have been unfounded. He was currently standing in his new library - a nice room, even if the desk was quite obviously a crate with the Church emblem hastily sanded off - trying to get his minions to explain how that was a week's worth of work from one man, while the pathetically small pile of wood and stone left pointedly on the floor was the work of three. No explanation was yet forthcoming.
He carried on in this vein for some time, before giving them their new set of orders. Since they seemed to lack the initiative to work this sort of thing out themselves, he sketched out the peoposed theft of material from the watchtower. Plan outlined, there was one statement left to make: "Bors, you're in charge. Show me what you can do." The library builder grinned, wider even than he had while being held up as a shining example of work ethic. "The rest of you: listen to him, and don't fail me again. Dismissed."
As they turned to leave, the voice lashed out again, almost as an afterthought. "No, not you" His apprentice stopped dead, the others giving her pitying looks as they departed.
Vrax stood there silently, watching as his protégée grew increasingly nervous under his scrutinizing gaze. Then he turned, suddenly, as if he had reached a decision, stalked across the room, and plucked a book from it's resting place with a delicacy belying the fact that it was the only one on the shelf. "We'll start with this one." There was a faint smile on his lips as he pressed the tome into the hands of his bewildered apprentice; The Compleat Booke of Charms and Compulsions.
Edit- fluff added.