Across the great nations of Panem, there are some that rise above the others. And these nations attract the attention of the powerful. Beings who can shape the very fabric of reality with their thoughts and more than a touch of magic.
Beings called Wizards.
Now of course, there is more to being a wizard than merely reality altering power. They MUST have a quest, a dream of impossibility that consumes them. These dreams often require a vast amount of resources and protection, which only a king or nation could provide.
And so it is known that a wizard will seek a nation, and a nation will buckle down and try to take advantage of the situation while they can, because it is better to be on the right side of a wizard than the wrong one.
Your a Wizard!
Name-
Appearance-
Speciality- What spells does your wizard tend to cast? Examples include: Destruction, Configuration, Nature, Divination, Space. Time is an exiled option.
Now a proper wizard has a nation to serve and guide! Create a Nation!
A Nation Calls!
Name-
Description- Short description of what the nation is like, if other than human what race makes it up.
Traits- Give two words that describe this nation (Industrious, Warlike)
What problem is it facing?-Give a short description of an issue this nation is facing.
Why does it hate its neighbor- Give a reason why it hates one of its neighbors. Can be like stolen land or rival families or something.
However! This nation you create will not be the one your wizard joins! You will be assigned a random other nation, and yours will be given to someone else. Keep that in mind during creation!
And while advancing your nation's goals, you have your own goal to pursue as well. a wizard's goal is never easy. Simple, maybe, but never easy.
Here is a list of goals that you can be assigned.
-Install the [secret] Dynasty across the majority of thrones. Monarchy Reigns! First you'll have to find them. But there is something special about their blood and fate.
-Kill God. If they're out there....Good Luck.
-Create the prefect [thing]. Again, good luck
-Steal the Black Library and discover its secret. You hear the elves might have it, or in a strange god's workshop.
-Create God In an act of ultimate hubris, forge a new god
-Make your nation the best place to live on Panem! You just really want to make the happiest place on earth, all of the time.
-Find the Toad Lord. When you were a child you heard stories of the wisest of all creatures, the Toad Lord. You swore to find him when you grew up and amassed unbelieveable power. Well, guess what?
Goals will be assigned after Character Creation. We can modify your goal to suit your character better if you so desire.
Actions:
Turns will take place over a monthish. You can take actions where you do something, like Assisting your nation or delving into a ruin. However, describe what you are doing. Do not just say "I assist my nation". You can say, "I accompany a diplomatic trip to [here]" or "I support these conquests" or "I seduce and fall in love with our rival power's Queen."
You can research a spell. Spells are codified magic. They just cost time to create, usually just one turn, but more powerful spells can take 2 or more. Spells are more directed and thus more powerful than regular, unspelled casting.
You can perform rituals. You can make public rituals where everybody knows what you are doing or you can say Ritual and just tell me what you did. Some rituals require reagents, like a locke of your target's hair or a dragon's heart. Rituals can cause world changing effects, and are the most likely way for you to destroy the world.
Games ends with either the achievement of a Wizard's goals, the dissolution of all the nations, or the destruction of the world.
The secret communications and stuff will be done over discord (I never notice the Bay12 messages).Let me know if you have any questions.
Name- Invokana
Appearance- One would assume that a mage wearing an all-covering robe that shimmers like liquid copper, and whose head is orbited by a number of metal spheres, must be hiding something odd underneath the mystery. The truth, however, is that Invokana is rather pedestrian in true appearance. Her brown hair and eyes are unremarkable, and while her clothing under the robe is made of fine materials, they are simple in make and lacking in further decorations.
Specialty- Ferroturgy. Cuprumkinesis. Aurumancy. Whatever you care to call it, the underlying concept remains the same: the arcane domain reigning over metals.
Name- The High Republic of Aneberis
Description- Aneberis is a metropolitan nation holding people of many races, though not by the choice of anybody living in it. An expansionist empire, their 'republic' only truly represents those who live in and around the capital, with outlying provinces given paltry amounts of representation that is typically suborned by bribery and other sorts of corruption. Nonetheless, their military is potent enough to keep things stable... for now.
Traits- Powerful, Overextended
What problem is it facing?- Most of the country does not actually want to be part of the country. These movements are weak compared to the nation's power, but they still cannot be ignored, lest the nation truly fracture.
Why does it hate its neighbor- They've been supplying the rebellions!
Appearance: Easily mistaken for a walking hedgerow, due to the large amount of stray greenery hanging off of the grass-stained robe he wears. Wild and unkempt hair is partially hidden beneath the wide brine brown hat.
Specialty: Druidism. Anything to do with wild, uncontrolled nature
Description: A collection of nominally independent, bickering city-states, that rapidly close ranks the moment any outsider threatens one of their number. The cities are predominantly human, but most cities have at least a moderate presence from the other races. Despite their problems, they always seem to gain new citizens, be it through natural growth or immigration.
Traits: Breeders, Loyalists
Problem: The land of Aegon is poor, and the population is many. There is not enough Food to go around, and the portents suggests a bad harvest is coming.
Neighbour: They're trying to drive a wedge between the cities, so that they can be gobbled up piecemeal!
Name: Jonathan Dobert
Appearance- A short hunched figure, covered with thick robes and wearing a full faced mask
Speciality- Scrying and various other methods of gaining information of present and past events
Name: Kingdom of the Blue sea
Description- Named after the sea which it surround, the kingdom of the Blue sea is mostly composed of a collection of port cities and towns and inhabited by elves and merfolk living in the shallow waters.
Traits- Mercantile, Quarrelsome.
What problem is it facing?-After a solution to the problem of pirates in the Blue sea could not be reached, the pirates have grown to a scale it would be difficult to them to handle alone.
Why does it hate its neighbor- Have consistently intervened in internal conflicts.
Name- Teleniar the Entirely Sane
Appearance- He's got the robe. He's got the hat. He's got the insane look. The only thing he's lacking is the marbles. He's lost his marbles, long ago, and the look in his magic-blasted eyes and smile on his cracked lips and the un-managed state of his singed beard informs you immediately that this walking force of nature (as all wizards are) has far too much magical power and not nearly enough (remaining) brainpower.
Specialty- Enchantment. An unfortunate predilection for unfortunately permanent magic rather than that "weak and unimpressive temporary stuff" has left Teleniar with a tendency to cause unfortunately permanent issues for his unfortunate self and the unfortunate places he visits.
Name- The Old Mountains
Description- Stone walks, and the earth quakes. The stone-giants still live in a few mountain ranges, and the range they call the Eldest is their greatest bastion. Stone-giants are not fast thinkers, or fast movers, and they are very, very slow to forget an insult. For as long as they can remember (and they can remember more than most) the giants have kept to themselves...but even they cannot readily ignore a wizard. They will go on as much as they can, tending to the (highly edible) rocks and collecting gems and ores for trade or for display. There's not enough of them to truly have a government, but with wizards interfering everywhere one can see, they have banded together to try and protect themselves, their mountains, and their wealth from being blasted off the face of the planet. Perhaps an alliance with one of these wizards?
Traits- Physically powerful, Grudgebearers
What problem is it facing?- Giants treasure the mountains they live in, but recently there are pests that have begun to infest the outer edges of the mountain range. They are even shorter than the normal pests, and these dwarves are digging great holes in the giants' territory, to live in, as if they own the place. Unacceptable!
Why does it hate its neighbor- Have you ever been woken up by a pesky dwarf or greedy human hitting you with a pickaxe in a most unfortunate places? Just because you look exactly like the mountain you were curled up against and are covered in gems and gold and haven't moved in two centuries doesn't make you a valid target for a mining operation! These insults will not be born!
Name- Horilorkius
Appearance- Tall, thin figure in long black robes and a white skull mask with red markings. Seems to be constantly hobbling. Has a long, crooked staff with three skulls on the top
Specialty- Necromancy. Duh.
Name- The Rotten Lands
Description- Barren, green lands with skeletal trees and the skeletons of giant monsters rotting everywhere
Traits- Suffused with dark energy, which has the unfortunate side effect of raising random undead
What problem is it facing?- Nobody likes them. Not like “cut off trade” dislike, more like “send huge crusading armies to kill you” dislike. Which is a problem
Why does it hate its neighbor- Because the stupid snooty light elves keep doing things like “purifying the land” and “slaying foul undead” and all that crap.
Name - Gort, son of Daker
Appearance - A massive, hulking orc. He wears a suit of leather armor, and carries a massive battle axe on his back. He usually hides his magic abilities pretending to be a stupid brute, moving and speaking correspondingly.
Specialty - Earth Elementalist. Gort is highly skilled in manipulating dirt, mud, stone, and similar materials. He can move, create, transmute, or destroy those with relative ease.
Name: United Tribes of the Red Drylands
Description: A loose confederation of orc, goblin, centaur, and human tribes.
Traits: Tribal, nomadic
What problem is it facing: Red Drylands are overpopulated and tribes are on the verge of starvation, a civil war for resources is imminent.
Why does it hate its neighbor: They drove the tribes away from more fertile lands and have built a wall to keep them out.
Name- Aywen Ayes
Appearance- Aywen is a tall redhead. Though physically a woman in her 4th decade, her eyes give away a creature of much greater age.
Specialty - Sympathetic Magic: the art of making great things happen by making them happen in miniature/imitation.
Name- Lettia
Description- A small semi-industrialized country which has recently gotten it's hard won independence from neighbors. It lies almost entirely on the sea coast.
Traits- Small, proud, multiethnic.
What problem is it facing: Between its small, but very ethnically varied (and equally disunited) population, large and scary neighbors (which are thankfully more preoccupied with each other to invade directly,) a young and inexperienced ruling class, and the absolute lack of natural resources (other than forests and peat bogs) it needs all the help it can get.
Why does it hate its neighbor- Most lettians are united by their hatred of Krovia (to the east)- their previous overlord for 200 years- whether because of Krovia's desire to reintegrate the run-away province, or because they themselves are kroians who were considered disloyal in the latest coup. Second on the list is Vatsia (to the west) whose militaristic tendencies leave no doubt whether Lettia is in their crosshairs. Plus they used to be lettian overlords at one point. Least hated of the three is the Poltvanian republic (to the south)- a down-on-their-luck state which used to be great (and in fact the Lettian overlord before the Vats and the Krovians) but now just a mid-sized neighbor that dreams of former glories.
Name: Mumo
Appearance: An ugly troll wearing rags and carrying a club that he calls a "bludgie" for some reason.
Speciality: Hitting things really hard with his bludgie. If he ever reaches level 7, maybe he will gain enough intelligence to cast a spell.
Name: Miners of the Old Mountains
Description: a few dwarves have started a small outpost in the Old Mountains. Their small settlement didn't attract a noble yet and even their expedition leader has died of old age.
Traits: they love hard work and absolutely despise friendship
What problem is it facing? : A goddamn aquifer. Also a lack of romance and dwarven babies.
Why does it hate its neighbor? : Why not? Murderous giants roaming further up in the mountains. Elves pestering them about eating vegetables. Human "bards" making noise and spilling perfectly good beer in the improvised tavern.
Elizabeth is quite pleased, having just met with the King of the Blue Sea, bearer of the Blue Sea Crown which designates the Monarch of the Blue Sea, the man who was recently just a couple decades back crowned with the Blue Sea Crown, which- wait, is she getting sidetracked?
Anyways, after so long more or less "winging it", she had finally acquired the backing of a nation of some sort! One with a big ocean! Elizabeth likes oceans, they're helpful for crushing things. The Kingdom of the Blue Sea, the kingdom which is on the Blue Sea which is home to a kingdom would give Elizabeth tons of gold, which she doesn't really know what that's for? but also any materials they can scrounge up, and a nice vampire-tower for their wizard, who isn't a vampire, she should remember to tell people, they can tell because she killed a bunch of vampires out in the Rotten Place, the Place which is Rotten and home to the kingdom which is on the Rotten Place, if that kingdom is still alive, they might have all died and turned into vampires or zombies?
Ugh, vampires! She hates them! Except for herself of course. But really she's more of a wizard than a vampire, really. Just a vampire enough to not die from something little like getting older, and enough to need a little blood now and then. And blood! The Kingdom of the Blue Sea will of course give Elizabeth, their wizard who lives in the wizard tower, where the Blue Seas wizard lives, blood, because she needs it, and probably for wizardy things and not for staying alive and not dead, she told them, she thinks unless she forgot that part. But anyways, she hates vampires like the vampire who made her immortal who she crushed under an ocean, because it turns out that silly little tricks like blood sorcery aren't very good in the face of punching things with oceans, which is why Elizabeth likes being a wizard more than being a vampire, even though she's both of them but shouldn't tell anybody about that second part. And the best part about being a wizard is... doing magic!
She holds her hands out to do a little magic, but nothing happens. Wait, is she forgetting something? Oh right, the wizard obsession thing. Sometimes she forgets, which she isn't supposed to forget about it because the whole thing with obsessions is that you're supposed to think about them all the time but Elizabeth things about lots of things all the time and sometimes the thing isn't the right thing. And sometimes a lot of the time she doesn't have to think very hard about how to make god because she really can't do that but now she can because the Kingdom of the Blue Sea which is the Kingdom of the sea is giving her lots of gold for buying things and making plans about how to build a divine being to bring about a new dawn of existence, so she should probably make some kind of plan for that.
Elements of the Divine are present all throughout the world, but impure and diluted.
The closest energy to that sheer divine might would be the elemental forces of nature: winds and flames and waves.
In order to create divinity, the strongest possible forces must be found and harnessed. Hurricanes, earthquakes, volcanos, and channeled into a controllable "node" of one elemental type of the highest concentration and purity.
Once nodes of every force type are acquired, they can be channeled into one another, canceling out one another's elemental affinities and leaving behind only pure creation and power, which could be coined a divine power.
Having thus penned a foolproof plan of a way to accomplish the first step within a breezy couple centuries or two of intensive research and adventuring, she decides to table that goal for now and pursue smaller, more manageable goals, seeing as the fact that her nation exploding would make pursuit of other things a lot harder on account of the fact that the nation had exploded. And the most likely nation exploder culprits are... the Kingdom of Riverwood, the Kingdom on the Riverwood where the Woodriver flows!
Begin research on spell: "Harness Lesser Elemental Exemplar: Woodriver", a high level channeling spell which allows one (me) to fully harness the elemental potential of a specific Elemental Exemplar, in this case the Woodriver, the river of the woods of Riverwood. Naturally, harnessing is just the first step, and this spell will require a second twinned spell which utilizes the stored elemental energy created from harnessing the river.
Name- Dame "Old Lizzy" Elizabeth Quannumstone, Esquire, the Streaks of Light and Ice, Cloudslayer, Tempestuous Pyroclast, Lady of the Seven-Pointed Flower, the Elder of Old Nolm, the Gracious
Appearance- Physically, a quite young woman, pale and shriveled with hardly any life in her, wearing a deeply unfashionable navy and maroon trimmed robe made from rough, uncomfortable material, wearing a pointy wide brimmed hat with a pattern of ducks upon it.
Specialty- Elemental Channeling
Goal- Create God
Name- Kingdom of the Blue Sea
Description- Named after the sea which it surround, the kingdom of the Blue sea is mostly composed of a collection of port cities and towns and inhabited by elves and merfolk living in the shallow waters.
Traits- Mercantile, Quarrelsome.
What problem is it facing?-After a solution to the problem of pirates in the Blue sea could not be reached, the pirates have grown to a scale it would be difficult to them to handle alone.
Why does it hate its neighbor- Have consistently intervened in internal conflicts.
Rivals- Riverwood, Forest Guard
Power- 3
Goal- Build up the Fleet
Myrkul Borath was suprised, that the dwarves did eventually agree the great Transmutter would be acceptable to stay with them for a while while he works on his projects. Sure, a wizard usually is a powerful reasource on their own but Dwarves are known to usually be quite stubborn about these things, unwilling to change from tradition. Not that the old man was complaining of course, he did have to work quickly, as his own goal was quite important. I mean, phenominal cosmic power is something he greatley thought was earned after his years of turning rampaging monsters into rampaging chickens.
But regardless, the Dwarves stubborness might come to bite him in the back, considering the plan he made to acheive such a effort.
Gods are creatures that seem to be powered and strengthened by worship. This is the reason they seem to demand it.
Theoretically, emotions of worship and praise must be similar in form, and thusly, one can easily supliment or become the other.
Thusly, it is his conclusion that he could probably become a god, if massive amounts of worship were to come following to him. He does not plan on becoming the leader of some sort of cult, so rather he plans on gathering all the praise the dwarves could give him and turning and magnifying it into faith, using his own transmuting magics in a more esoteric way, likeley having to be enhanced with several rituals and magic devices made specifically for this feat, which should be obtainable if these dwarves can find some mythril.
But granted, these dwarves will have to respect him, and there would have to be quite a few dwarves around for this to work, he thinks. Naturally, the best way to get around this is probably to stop what is killing most of these Dwarves, the Dreaded Aquifer. It seems to be killing the Dwarves En Mass, as they try to construct this massive reasorce harnessing project, but end up dying like lemmings attempting to set up this source of power generation. This tool could likely be used in powering up the artifact of worship gathering he plans to make, and thusly, he considers creating a spell to help with this.
Begin Reasearch on Spell: "Construct Structure as intended" With the reasources of a blueprint of the structure, and the structures component parts, he plans on using his transmutation with the focusing object being the Blueprint, assembling the machine with his magical ability by transmuting the component parts into the finished structure, making sure nobody has to go near the dreaded thing as its being quickly built with magic power.
Name- Myrkul Borath
Appearance- In hooded robes of red covered in golden patterns that some swear can move, he has a somewhat bushy grey beard. He looks and is rather old, but is surprisingly spry, though tends to take advantage of his wizened appearance when he can.
Specialty- He tends to be focused on transmutation, of both creatures and objects, reshaping, changing, and mutating their forms to his whims. His philosophy is that with enough magic applied with the right rituals, you could turn an earthworm into a Bag of Gold, or other such fantastic results.
Goal-BECOME GOD
Name: The Miners of the Old Mountains
Description: a few dwarves have started a small outpost in the Old Mountains. Their small settlement didn't attract a noble yet and even their expedition leader has died of old age.
Traits: they love hard work and absolutely despise friendship
What problem is it facing? : A goddamn aquifer. Also a lack of romance and dwarven babies.
Why does it hate its neighbor? : Why not? Murderous giants roaming further up in the mountains. Elves pestering them about eating vegetables. Human "bards" making noise and spilling perfectly good beer in the improvised tavern.
Power: 2
Rivals: The Old Mountains, Pergamon
Goals: Build a Worthy Fort
Gort was in a grim mood. He failed to find a just society during the many years of his travels. And now, arriving at the High Republic of Aneberis he again found none. His race was, like in many other places, a subservient one. Sure, on paper, they were equal citizens of the republic but reality was quite different.
Gort could use his power to elevate orcs, to bring strength to them but... He could do it at home, in his modest tribe in the Red Drylands. No, he wanted to bring justice and equality to all races not introduce new oppressors.
For many years he assumed that flawed rulers are to blame for injustice but eventually, he understood that something else is at play here... Too many injustices came from religions, from their moral codes dictated by various gods.
Were those gods even real? Gort never knew for sure. There was some evidence of this but it could be just another form of magic, which was powered by the collective faith.
But if Gods were real - at least one of them was responsible... And Gort made a seemingly absurd decision that he will be the one to do so... He will kill a god. Or the GOD, if monotheistic religions are true.
He needed a test. He needed to provoke a reaction from divine powers to see if they are even real...
Yet Gort's plan required assistance, he needed a state assisting him. Yet he wasn't ready to reveal the extent of his powers to everyone being comfortable playing a Simpelton warrior. He revealed his powers only to the senate of the republic getting there through a tunnel he created himself. After proving his magical powers he asked for... a position of a commander of an army of orcish warriors residing in The High Republic of Aneberis.
Command (or merely join if impossible) a raid against the Free States of Aagon with the intention of looting one of their cities. Hide magical abilities from commoners and enemies but discretely assist the troops with tricks like making the ground soft under the enemy army's feet or making rock foundations under their walls disappear. If successful, Destroy, loot, and thoroughly desecrate local temples\shrines of any religions and gather artifacts for future research. Also, capture any priests as prisoners
Name - Gort, son of Daker
Appearance - A massive, hulking orc. He wears a suit of leather armor, and carries a massive battle axe on his back. He usually hides his magic abilities pretending to be a stupid brute, moving and speaking correspondingly.
Specialty - Earth Elementalist. Gort is highly skilled in manipulating dirt, mud, stone, and similar materials. He can move, create, transmute, or destroy those with relative ease.
Goal - kill a god.
Name- The High Republic of Aneberis
Description- Aneberis is a metropolitan nation holding people of many races, though not by the choice of anybody living in it. An expansionist empire, their 'republic' only truly represents those who live in and around the capital, with outlying provinces given paltry amounts of representation that is typically suborned by bribery and other sorts of corruption. Nonetheless, their military is potent enough to keep things stable... for now.
Traits- Powerful, Overextended
What problem is it facing?- Most of the country does not actually want to be part of the country. These movements are weak compared to the nation's power, but they still cannot be ignored, lest the nation truly fracture.
Why does it hate its neighbor- They've been supplying the rebellions!
Rivals With: Free States of Aagon,Sifeewan
Power: 3
Goal: Punish the Free States of Aagon.
This place is an eyesore.
The fetid mud of yet another bog grudgingly released Wavernly's boot, as he worked his way across the desolate landscape. Not a hint of life was to be seen, although at the moment a few shambling figures moved to the East. He'd even had to let Torrel go, for there was nothing here but death for a familiar.
Waverly paused, then threw his hand skyward. The cubes of bone hung for a moment at the peak of their journey, before the Wizard snatched them from their drop into the mud. After assessing the symbols of each upturned knuckle, he grumbled, turned a quarter circle east, and continued his squelchy journey once more.
Action: Seek out sentient and vocal undead who are capable of reasoning and self-restraint to attend a moot to decide the future of the Rotten Lands.
Appearance: Easily mistaken for a walking hedgerow, due to the large amount of stray greenery hanging off of the grass-stained robe he wears. Wild and unkempt hair is partially hidden beneath the wide brine brown hat.
Specialty: Druidism. Anything to do with wild, uncontrolled nature
Wizard Goal: Make your Nation the Best Place to live on Panem!
Description- Barren, green lands with skeletal trees and the skeletons of giant monsters rotting everywhere
Traits- Suffused with dark energy, which has the unfortunate side effect of raising random undead
What problem is it facing?- Nobody likes them. Not like “cut off trade” dislike, more like “send huge crusading armies to kill you” dislike. Which is a problem
Why does it hate its neighbor- Because the stupid snooty light elves keep doing things like “purifying the land” and “slaying foul undead” and all that crap.
Power: 2
Rivals: Forest Guard, Lettia
Goal: Organize a government.
Aywen was disgusted: The kingdom of birds' infrastructure was failing and the common fish suffered, yet all its rulers wanted to do was increase the power of it's military. Most rulers end up like that, she supposed, but what if they didn't have to? She set off to create the perfect ruler in secret...
In the meantime, she had to set up a working relationship with the locals. In a place nominally suspicious of magic there are always those who dream of using its powers to secretly elevate themselves. By collecting the names of some of the more powerful fishlords and putting them into clay figures, she could suss out how such a conversation would go. Finally selecting one such lord to appear to, she convinced him to back her endeavors, in exchange for personal invulnerability in battle. (A simple enough trick, where the doll made of their scales is infused with strings of iron and placed in a box safe from harm.)
Action: create a perfect leader figure- pure of heart, noble of soul and clear of mind
Name- Aywen Ayes
Appearance- Aywen is a tall redhead. Though physically a woman in her 4th decade, her eyes give away a creature of much greater age.
Specialty - Sympathetic Magic: the art of making great things happen by making them happen in miniature/imitation.
Description- Known to history as the Kingdom of Birds, ironically inhabited mainly by fish. A land where magic is treated with suspicion.
Traits- Honorable, mercenary
What problem is it facing?- Most of Pergamon's buildings and infrastructure were built in some kind of precursor era, nobody understands how to maintain them, and the whole place is slowly becoming unliveable.
Why does it hate its neighbor- One of its neighbors once refused a diplomatic envoy offering alliance with an extremely insulting and lengthy letter; the Pergamonese have been nursing the grudge for generations since.
Rivals with the: Kingdom of Riverwood, The Miners of the Old Mountains.
Power:3
Name- Horilorkius
Appearance- Tall, thin figure in long black robes and a white skull mask with red markings. Seems to be constantly hobbling. Has a long, crooked staff with three skulls on the top
Specialty- Necromancy. Duh
Description- A nation composed of humanoid birds living high above the sky using magic to sustain their building's height.
Traits- Warlike, Magical
What problem is it facing?- Sifeewan is running out of magic rocks that support the city infrastructure.
Why does it hate its neighbor- Hates their neighbor for stealing some of the magic rocks.
Power:3
Rivals: Lettia, Aneberis
- Send out a request for alliance to Wavernly Wose to be in an alliance to bring Lettia down
- Secretly start building up and training the normal military
- Start making an undead military to bolster it
- Make any spellcasters in my kingdom either join my magician's guild where they will be closely watched and trained, or be burned at the stake (Except for the ones needed to maintain the magic-rocks stuff)
- Serve copious amounts of cake to the other citizens to offset any negative morale.
[/b]
((Which neighbor was stealing our rocks, again?))
Description- A small semi-industrialized country which has recently gotten it's hard won independence from neighbors. It lies almost entirely on the sea coast.
Traits- Small, proud, multiethnic.
What problem is it facing: Between its small, but very ethnically varied (and equally disunited) population, large and scary neighbors (which are thankfully more preoccupied with each other to invade directly,) a young and inexperienced ruling class, and the absolute lack of natural resources (other than forests and peat bogs) it needs all the help it can get.
Why does it hate its neighbor- Most lettians are united by their hatred of Krovia (to the east)- their previous overlord for 200 years- whether because of Krovia's desire to reintegrate the run-away province, or because they themselves are kroians who were considered disloyal in the latest coup. Second on the list is Vatsia (to the west) whose militaristic tendencies leave no doubt whether Lettia is in their crosshairs. Plus they used to be lettian overlords at one point. Least hated of the three is the Poltvanian republic (to the south)- a down-on-their-luck state which used to be great (and in fact the Lettian overlord before the Vats and the Krovians) but now just a mid-sized neighbor that dreams of former glories.
Power: 3
Rivals:The Rotten Lands,Sifeewan
As we just established on Discord, the Rotten Lands are called Vatsia in Lettia and Sifeewan is called Krovia.
Teleniar will begin his personal work by doing some initial investigation into these seals. Are they physical or not, what's known about them, so on. In the meantime, he will aid his not-entirely-willing highly cooperative nation by permanently binding a bunch of their soldiers into their armor and gifting them with magically enhanced strength and resilience and making them generally look and act like the heroic divine super-soldiers that a crusade deserves.
Was this process entirely voluntary? Teleniar's lawyers have advised him not to comment. Was this plan thought through and carefully designed to avoid problems? Teleniar's lawyers have advised him not to comment. Were there side effects? Teleniar's lawyers continue to advise him not to comment, or do anything else.
Name- Teleniar the Entirely Sane
Appearance- He's got the robe. He's got the hat. He's got the insane look. The only thing he's lacking is the marbles. He's lost his marbles, long ago, and the look in his magic-blasted eyes and smile on his cracked lips and the un-managed state of his singed beard informs you immediately that this walking force of nature (as all wizards are) has far too much magical power and not nearly enough (remaining) brainpower.
Specialty- Enchantment. An unfortunate predilection for unfortunately permanent magic rather than that "weak and unimpressive temporary stuff" has left Teleniar with a tendency to cause unfortunately permanent issues for his unfortunate self and the unfortunate places he visits.
Goal: Release the five seals that guard the world.
The Forest Guard
Description- Located at the edge of the Creeping Wood this kingdom has held back the magical forest for generations.
Traits- Desperate, Guardians
What problem is it facing?- The Creeping Wood is advancing.
Why does it hate its neighbor- They refuse to meet their ancient promise of support.
Power:3
Rivals: Kingdom of the Blue Sea, The Rotten Lands
Goal: Amass a crusade to cleanse the Rotten Lands.
The dwarves are definitely here for Jonathan, or the monolith, and that the giants hate them is useful, they will help get rid of them, and they are big, slow, and few, so if they try to betray Jonathan they will notice.
Jonathan will help the giants first asses the capability of the miners, using a simple spell to look through stone, to investigate the mine from outside, specifically looking for military and mining capability, Jonathan will ask in exchange for a lair to live in, made from different types of stones in different layers, with gaps between them, to make it more difficult to try to look through to the lair, and they will torch the most inner layer to ensure no object was there and to make new objects more noticeable.
Jonathan will also try to communicate with the demon and investigate the Monolith, trying to understand what "redemption" means for a demon.
Name: Jonathan Dobert
Appearance- A short hunched figure, covered with thick robes and wearing a full faced mask
Specialty- Scrying and various other methods of gaining information of present and past events
Description- Stone walks, and the earth quakes. The stone-giants still live in a few mountain ranges, and the range they call the Eldest is their greatest bastion. Stone-giants are not fast thinkers, or fast movers, and they are very, very slow to forget an insult. For as long as they can remember (and they can remember more than most) the giants have kept to themselves...but even they cannot readily ignore a wizard. They will go on as much as they can, tending to the (highly edible) rocks and collecting gems and ores for trade or for display. There's not enough of them to truly have a government, but with wizards interfering everywhere one can see, they have banded together to try and protect themselves, their mountains, and their wealth from being blasted off the face of the planet. Perhaps an alliance with one of these wizards?
Traits- Physically powerful, Grudgebearers
What problem is it facing?- Giants treasure the mountains they live in, but recently there are pests that have begun to infest the outer edges of the mountain range. They are even shorter than the normal pests, and these dwarves are digging great holes in the giants' territory, to live in, as if they own the place. Unacceptable!
Why does it hate its neighbor- Have you ever been woken up by a pesky dwarf or greedy human hitting you with a pickaxe in a most unfortunate places? Just because you look exactly like the mountain you were curled up against and are covered in gems and gold and haven't moved in two centuries doesn't make you a valid target for a mining operation! These insults will not be born!
Power:5
Rivals:Tribes of the Red Drylands, Miners of the Old Mountains
The historical society of Panem presents:
CHARTA PANEMIS
(http://makeitgreataga.in/tsen/dfforum/carte-panemis.png)
Stars represent capitals where appropriate (eg, not decentralized confederations or forces of nature).
Borders not following rivers are drawn dotted, except around Sifeewan because I didn't want to go back to fix it.
The double line represents the wall built to keep the Drylands tribes (and the Aagonese states, which I imagined occupying a transitional part of the Drylands since the land is poor there) out of the Gruggunium Empire.
MARE OCEANUM: Ocean
MARE CÆRULEUS: Blue Sea
R. M. C.: Kingdom of the Blue Sea
Terra Putrescens: Rotten Lands
Cust. Sylvestres: Forest Guard
Sylv. Fluv.: Riverwood
Montes Veteres: Old Mountains
Metallarii: Miners
Desertum Rubrum: Red Drylands
Anebris Imp.: I just thought it sounded good with "Empire".