Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: chubby2man on February 08, 2024, 05:19:09 pm

Title: Counsel of Wizards
Post by: chubby2man on February 08, 2024, 05:19:09 pm
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.

Quote
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!

Quote
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.

Spoiler: Goals (click to show/hide)

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.
Title: Re: Counsel of Wizards
Post by: chubby2man on February 08, 2024, 05:20:06 pm
Reserved for whatever reason.

Trust

Trust is the mechanic by which you can call upon a nations resources for your own purposes, or even adjust their own goals.

You earn Trust by assisting a nation, particularly with its goals. Blessing their land, helping their people, and improving the education of their populace; those are good ways to earn a +1 Trust point. Defeating their enemies and improving the ruler's power and wealth, that is a good way to earn multiple points of Trust with a single action!

1 point of trust can get you minor resources, minor goal shifts. This could get you a company of troops or control of a small village. 3 points gets your regiments, lords pay attention to you sort of deal. 5+ points is the range you'd expect for armies to be redirected, significant resources devoted to you, that sort of deal.


Rituals, Connections, Sources, and You!

Rituals are your big workings of magic, permanently changing the world. The scope of what you can achieve is vast, but not always predictable or controllable.

A strong, successful ritual needs four things. The Magic, the Source/Sacrifice, and the Connection to the Object you are working a ritual on.

As a wizard, you have access to the flow of magic, that power which allows reshaping of the world. No more needs to be said here, you have power enough for most rituals.



The Source/Sacrifice. This refers to what you are taking a quality from, a metaphorical counterbalance to what you are trying to achieve. You are sacrificing the potential of a thing to bring about the actual. Magic always demands a price, and as a wizard it is your responsibility to find payment. Magic can be fickle in demanding a price when left to its own devices.

A life is of course a classic payment, but you should not rush to the knife at the first opportunity. A wedding band could be sacrificed to reinforce the bond between two things. A dragon's scale to grant impossible hardness. A wizard's eye to gain knowledge.

Sometimes you can use your subject as the Source, refining away “impurities”. Removing one’s fear to strengthen their resolve, would be one example.

No all rituals need a source. Offensive magic, bringing ruin and dismay, often does not need such, relying on the harmful effects of the magic itself. In such cases, however, the Connection is most important.



Connection is how you "connect" your ritual with the Object of said ritual. Physical distance is a big one, the closer you are the stronger the magic. In lieu of being physically present, having a piece or body part of the Object is valuable as well, allowing a Connection to form so that the magic might flow. A lock of hair can be used, or a favored piece of jewelry. The more Connections you layer, the easier the magic will flow.

Rituals are an art. A sometimes expensive art as well. You can expend Trust to have your allies gather reagents for you. Keep in mind the effectiveness of your ritual can depend greatly on the Sources and Connections you gather. A blessing on a kingdom would be far more effective with a king as a sacrifice than a random peasant.

And remember wizards, these are guidelines, not rules! Some rituals won’t need a Connection, and sometimes you won’t need a Source. Go with what feels symbolically good!


Title: Re: Counsel of Wizards
Post by: Maximum Spin on February 08, 2024, 05:32:48 pm
Wizard
Name- Haukr Loptulfr
Appearance- Older than he looks, but not much. Wears a lot of grey, the wizard equivalent of being a goth. Carries a pair of magically animated guns named Myth and Swesson.
Speciality-  Mainly interested in animation, the domain of making friends, from scratch.

Nation
Name- Pergamon
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.
Title: Re: Counsel of Wizards
Post by: Glass on February 08, 2024, 05:47:55 pm
Spoiler: Yer a wizard (click to show/hide)

Spoiler: One nation, under... (click to show/hide)
Title: Re: Counsel of Wizards
Post by: Megam0nkey on February 08, 2024, 06:03:21 pm
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.


Name-The Kingdom of Riverwood
Description- A massive stretch of Forests and hills, covered by a massive river that runs between most of its major cities. Though mostly governed by humans, there is a smaller, halfling and wood elf population within.
Traits- Paranoid, Foresters
What problem is it facing?- There are rumors of strange beasts in the woods, and more and more travelers and traders are lost within it each day. The very same massive stretches of wood that they take their lumber and hunted foods from. If nothing is done about whatever creatures lurk within, the Kingdom may be doomed.
Why does it hate its neighbor- Their region is absolutely filled with trees for good lumber exports, and a rising suspicion has led them to believe that their neighbors wish to steal it by force, rather than pay their prices for it.
Title: Re: Counsel of Wizards
Post by: Kashyyk on February 08, 2024, 07:37:16 pm
Spoiler: Wizard: Wavernly Wose (click to show/hide)

Spoiler: Free-States of Aagon (click to show/hide)
Title: Re: Counsel of Wizards
Post by: Rockeater on February 08, 2024, 08:10:40 pm

Title: Re: Counsel of Wizards
Post by: Egan_BW on February 08, 2024, 09:10:38 pm

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


Name- Gruggunium Empire
Description- Gruggi are large, strong green creatures. Their Gruggum society is based around the city of Gruggunium, where state decisions are via a system of nearly-functional direct democracy where practically everygrug can vote or theoretically propose legislation. The greater empire administered by Gruggunium consists of client states which contribute valuable food, sheep, soldiers, and voters to the core Gruggum city.
Traits- Democratic, Muscular
What problem is it facing?- The Floofugrott plague is killing all the sheep.
Why does it hate its neighbor- Their diplomats were rude and called us stupid barbarians.

(Grug = singular grug
Gruggi = plural of grug
Gruggum = possessing gruglike qualities
Gruggunium = city of grug
Floofug = beast of floof, IE sheep)

(so mannium = city of humans, oinkug = pig, etc)
Title: Re: Counsel of Wizards
Post by: Sudurandom on February 08, 2024, 09:14:55 pm
Your a Wizard!
Name- Rita Lin
Appearance- A perky young girl fond of colourful dresses. Her long pink hair blows in a wind that isn't there.
Speciality- Space warping

A Nation Calls!
Name- 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.
Title: Re: Counsel of Wizards
Post by: Madman198237 on February 08, 2024, 10:12:15 pm
Spoiler: Wizard (click to show/hide)

Spoiler: Nation (click to show/hide)
Title: Re: Counsel of Wizards
Post by: BlackPaladin99 on February 09, 2024, 11:43:06 am
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Counsel of Wizards
Post by: Strongpoint on February 09, 2024, 07:15:25 pm
Spoiler: Wizard (click to show/hide)

Spoiler: Nation (click to show/hide)
Title: Re: Counsel of Wizards
Post by: a1s on February 09, 2024, 07:23:09 pm
Spoiler: Wizard (sorceress?) (click to show/hide)

Spoiler: Nation (click to show/hide)
Title: Re: Counsel of Wizards
Post by: Crystalizedmire on February 09, 2024, 08:04:28 pm
Quote from: You're a Wizard
Name- Fariler
Appearance- A short women wearing a cloak. Upon close inspection, her long hair seems to be a really deep purple and her green eyes faintly glow
Speciality-  Illusion
Quote from: A Nation calls
Name- Sifeewan
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.
Title: Re: Counsel of Wizards
Post by: Quarque on February 09, 2024, 08:57:59 pm
Spoiler: Wizard (click to show/hide)

Title: Re: Counsel of Wizards
Post by: chubby2man on February 11, 2024, 02:56:17 am
Because I am a fool, I am accepting all of the applicants thus far. Instead of messaging you individually about your goals, I will assign them to you publicly, as with 13 players I doubt anyone will be too concerned with the others goals. However, if you wish you may message me and you can change your goal to something else, secretly.


Quote
Aywen Ayes-A1S
Spoiler: Wizard’s Goal: (click to show/hide)

Spoiler: Name- Pergamon (click to show/hide)
Pergamon’s Action: Build Military Strength.
 


Quote
Gort, son of Daker-Strongpoint
Anubis


Spoiler: Wizard’s Goal: (click to show/hide)


Goal: Punish the Free States of Aagon.


Quote
Invokana-Glass
Spoiler: Wizard’s Goal: (click to show/hide)
Riverwood’s Goal: Stop the Kingdom of the Blue from stealing their lumber.


Quote
Fariler-Crystallizedmire
Spoiler: Wizard’s Goal: (click to show/hide)
Spoiler: Free States of Aagon (click to show/hide)
Aagon’s goal:Increase military power.


Quote
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-Egan
Spoiler: Wizard’s Goal: (click to show/hide)

Blue Sea’s Goal: Build up the Fleet


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Rita Lin- Sudorandom
Spoiler: Wizard’s Goal: (click to show/hide)


Rivals-Aagon, Tribes of the Red Drylands
Power:4 [/spoiler
Gruggunium: The sheep are dying, food is becoming a problem.


Quote
Teleniar the Entirely Sane-Madman
Spoiler: Wizard’s Goal: (click to show/hide)

Spoiler: Name- Forest Guard (click to show/hide)
Forest Guard Goal: Amass a crusade to cleanse the Rotten Lands.

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Jonathan Dobert-Rockeater
Spoiler: Wizard’s Goal: (click to show/hide)

The Old Mountain Goals: Decide what to do.

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Wavernly Wose-Kashyyk
Spoiler: Wizard’s Goal: (click to show/hide)

Spoiler: Name- The Rotten Lands (click to show/hide)
The Rotten Lands Goal- Organize a government.

Quote
Haukr Loptulfr-Max Spin
Spoiler: Wizard’s Goal: (click to show/hide)

Red Drylands- Unite the tribes.

Quote
Mumo-Quarque
Spoiler: Wizard’s Goal: (click to show/hide)

Spoiler: Name- Lettia (click to show/hide)
Goals: Build Diplomatic alliances.


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Myrkul Borath-2-Mega monkey
Spoiler: Wizard’s Goal: (click to show/hide)

Miner’s Goals- Build a Worthy Fort

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Horilorkius-Blackpaladin
Spoiler: Wizard’s Goal: (click to show/hide)

Spoiler: Name- Sifeewan (click to show/hide)
Goals:Build Military Power.


And with that you are free to post your actions! Please include your character and nation sheet when submitting actions. Also feel free to add details and lore to the world!

Here is link to the Discord (https://discord.gg/MFdJYWFe). It is optional, I'm probably on a server with you and you can message me on there.

Let me know if you have any questions, or notice a typo. Again, if you want something else for your goal let me know we can find something more suitable/ fun for you.

And now I am going to bed!
Title: Re: Counsel of Wizards
Post by: Egan_BW on February 11, 2024, 04:50:47 am
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.


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.

Title: Re: Counsel of Wizards
Post by: Megam0nkey on February 11, 2024, 05:27:10 am
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.

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.

Title: Re: Counsel of Wizards
Post by: Quarque on February 11, 2024, 05:41:28 am
Lettia did the right thing to ask Mumo for help. Those Krovians clearly need to learn a lesson. And Mumo can show you how! Mumo will smash them very hard.
Title: Re: Counsel of Wizards
Post by: Strongpoint on February 11, 2024, 06:07:59 am
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.


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

Spoiler (click to show/hide)
Title: Re: Counsel of Wizards
Post by: Kashyyk on February 11, 2024, 10:13:15 am
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.

Spoiler: Wavernly Wose (click to show/hide)
Spoiler: The Rotten Lands (click to show/hide)
Title: Re: Counsel of Wizards
Post by: Maximum Spin on February 11, 2024, 01:54:02 pm
On a suitable animated conveyance, Haukr travels amongst the various tribes to learn their present issues and determine their level of interest in unification.

Quote
Haukr Loptulfr-Max Spin
Spoiler: Wizard’s Goal: (click to show/hide)

Red Drylands- Unite the tribes.
Title: Re: Counsel of Wizards
Post by: a1s on February 11, 2024, 02:36:35 pm
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

Title: Re: Counsel of Wizards
Post by: Crystalizedmire on February 11, 2024, 04:53:17 pm
Fariler doesn't know how to help Aagon's problem with food since she studies illusion. However, another idea is to plunder a nearby nation but she doesn't specialize in combat spells either. What she can do is intimidate the enemy with a large enough illusion. Begin research on Great Illusion: A spell that either creates many illusions of medium sized beings or one enormous being.
Title: Re: Counsel of Wizards
Post by: BlackPaladin99 on February 11, 2024, 06:40:22 pm
Spoiler (click to show/hide)

Spoiler: Sifeewan (click to show/hide)

Spoiler: Secret Action Stuff (click to show/hide)

((Which neighbor was stealing our rocks, again?))
Title: Re: Counsel of Wizards
Post by: Quarque on February 11, 2024, 06:54:08 pm
  • Send out a request for alliance to anyone who also is rivaled against Lettia, to be in an alliance to bring Lettia down
psst... the other rival you're looking for is Wavernly Wose (played by Kashyyk). Be careful not to leak your secret plans though, or Mumo might find out about them.
Title: Re: Counsel of Wizards
Post by: Quarque on February 12, 2024, 04:31:17 am
Spoiler: Name- Lettia (click to show/hide)

As we just established on Discord, the Rotten Lands are called Vatsia in Lettia and Sifeewan is called Krovia.
Title: Re: Counsel of Wizards
Post by: Madman198237 on February 12, 2024, 11:28:37 am
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.

Spoiler: Wizard (click to show/hide)

Spoiler: Nation (click to show/hide)
Title: Re: Counsel of Wizards
Post by: BlackPaladin99 on February 12, 2024, 12:02:27 pm
Action Edited. 

Title: Re: Counsel of Wizards
Post by: Rockeater on February 12, 2024, 12:29:53 pm
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.

Spoiler: Wizard (click to show/hide)
Spoiler: The Old Mountain (click to show/hide)
Title: Re: Counsel of Wizards
Post by: chubby2man on February 12, 2024, 11:03:23 pm
Rituals, Connections, Sources, and You!

Rituals are your big workings of magic, permanently changing the world. The scope of what you can achieve is vast, but not always predictable or controllable.

A strong, successful ritual needs four things. The Magic, the Source/Sacrifice, and the Connection to the Object you are working a ritual on.

As a wizard, you have access to the flow of magic, that power which allows reshaping of the world. No more needs to be said here, you have power enough for most rituals.



The Source/Sacrifice. This refers to what you are taking a quality from, a metaphorical counterbalance to what you are trying to achieve. You are sacrificing the potential of a thing to bring about the actual. Magic always demands a price, and as a wizard it is your responsibility to find payment. Magic can be fickle in demanding a price when left to its own devices.

A life is of course a classic payment, but you should not rush to the knife at the first opportunity. A wedding band could be sacrificed to reinforce the bond between two things. A dragon's scale to grant impossible hardness. A wizard's eye to gain knowledge.

Sometimes you can use your subject as the Source, refining away “impurities”. Removing one’s fear to strengthen their resolve, would be one example.

No all rituals need a source. Offensive magic, bringing ruin and dismay, often does not need such, relying on the harmful effects of the magic itself. In such cases, however, the Connection is most important.



Connection is how you "connect" your ritual with the Object of said ritual. Physical distance is a big one, the closer you are the stronger the magic. In lieu of being physically present, having a piece or body part of the Object is valuable as well, allowing a Connection to form so that the magic might flow. A lock of hair can be used, or a favored piece of jewelry. The more Connections you layer, the easier the magic will flow.

Rituals are an art. A sometimes expensive art as well. You can expend Trust to have your allies gather reagents for you. Keep in mind the effectiveness of your ritual can depend greatly on the Sources and Connections you gather. A blessing on a kingdom would be far more effective with a king as a sacrifice than a random peasant.


And remember wizards, these are guidelines, not rules! Some rituals won’t need a Connection, and sometimes you won’t need a Source. Go with what feels symbolically good!



Will add to second post, also added a section on Trust there.


Also! Putting a bounty on making a map of Panem! Feel free to put them where you want, but coastal nations should be on the coast, and rivals probably close together. Reward will be a free spell to your spellbook! Does not have to be fancy at all. 
Title: Re: Counsel of Wizards
Post by: Glass on February 13, 2024, 12:03:10 am
What defines the 'perfect chair'?

"Invokana?"

Naturally, one must be able to sit in it. After all, this is the purpose of chairs. A chair that cannot be sat in is not a chair at all. At best, it might be a desk.

"Hello? Magus Invokana?"

However, it must also be possible to cease sitting in it, as the purpose of the chair is not to be sat upon forever. Even that most regal of chairs, the throne, is intended to be vacated from time to time.

"Do you think she can hear us?"
"...try knocking maybe?"

So we come upon the most basic qualities a chair must have, and which should presumably be perfected in order to produce a 'perfect chair': the ability to sit on it, and the ability to stop sitting on it.

*Tunk tunk tunk*

"Hmn? Come in, come in."

The doorknob jiggled, locked. Invokana waved a hand, and the latch audibly shifted open.

Two hunters - one human, the other elven - carefully walked into the room.
"We, ah, brought the teeth and claws and such?"

"Ah, that. Excellent, excellent. Bring it here, bring it here." She swept her notebook to the side, pulling a small diorama forest to the center of her desk.

"...what is that?"

"Essential for the ritual, I assure you. Modeled after a particular clearing at the approximate center of the Riverwood. I have left some corresponding totems there as additional Connections, matching those in the model. Thank you, thank you. Do you wish to watch?"

The hunters shared glances.
"...sure?"

"Wonderful, wonderful." As they watched, she sifted through the collection of animal parts that they'd acquired; it took a moment, but it became clear that she was keeping exactly one sample from each species. "Yes, yes, this should work, this should work... excellent." She held a vaguely-purple claw up to the light. "You retrieved a claw from one of the waldtier? You have done well, done well indeed. Yes, this will be useful."

After 95% of their haul was swept aside, uncared for, the arcaness seemed to focus upon the few items retained. A myriad small tools arose from gods-knew-where and began flitting about the ivory trinkets, engraving them with symbols and images barely visible. Then, they were placed in a circle within the diorama clearing, surrounding a selection of pillars.

"Silver knows the magic as the iron knows the land, aurum knows the kingdom as the cuprum knows the hand..."
Oh boy. She was chanting.
"...oak and ash and thorn will sing of nature's wild grace, red in tooth and claw within the forest's dark embrace.
All in one, oh Riverwood, grant unto our blades, the fearsome beasts' ferocity that you have ever bade,
For what are we but beasts of yours, implore to know your own, as foreign things would take from you, bring ruin to our home."

Gods of the forest and skies, all the damned runes were glowing. And it looked like some of the light was shining out of the arcaness' hood, not just into it.

After a few more minutes of unintelligible magic words, the glow subsided.

"Hmn... yes, yes, I think that should work. Excellent, excellent." A moment. "Oh, you're still here, right, right. Ah, the trees within the diorama were made from shavings from trees around the country in order to increase the narrative Connections to the nation as a whole, and the intention here was to Sacrifice some of the power and danger of the present plague of beasts to imbue into our soldiery and their weapons- where are you going? I thought you wanted to know how the ritual worked?"

The hunters were already running out the door.
They were not paid enough to deal with the really high-grade magic.
Title: Re: Counsel of Wizards
Post by: Quarque on February 13, 2024, 02:45:38 am
Lettia did the right thing to ask Mumo for help. Those Krovians clearly need to learn a lesson. And Mumo can show you how! Mumo will smash them very hard.

While waiting for the update, Mumo had one of those days. A day when Mumo remembered.

Mumo remembered, Lettia wants diplomatic ties. Aha! Lettia good at making things. Mumo must teach Lettians make bludgies. Lettians help Mumo smash Krovia into diplomatic tie!

Mumo remembered ritual. Aha! Lettians also make wardrums. We do Krovia diplomatic smashing ritual! Music and meat and everything.

Then Mumo remembered quest. Mumo become good person.
Aha!
We do good diplomatic smashing ritual!
Title: Re: Counsel of Wizards
Post by: Maximum Spin on February 13, 2024, 10:46:53 pm
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.
Title: Re: Counsel of Wizards
Post by: Quarque on February 14, 2024, 02:39:19 am
It is a nice map. If this one is accepted, it does implicitly translate Sifeewan to Vatsia (West of Lettia) and Krovia to Rotten Lands (East of Lettia), while I was assuming the opposite. Mumo is attacking Sifeewan, in any case.

The description of Lettia didn't mention an ocean separating them from their western neighbours, but if another wizard conjures an ocean in between, it forces Mumo to engage in actual diplomacy and ask the democratic administration of the Gruggunium empire for permission to cross their lands for the special diplomatic ritual.

So I would have to change my first turn and do that. In the meantime preparing for the ritual by getting the production of bludgies and wardrums online.
Title: Re: Counsel of Wizards
Post by: Maximum Spin on February 14, 2024, 03:41:32 am
It's a strait. Lettia probably has boats.
Title: Re: Counsel of Wizards
Post by: Quarque on February 14, 2024, 03:43:35 am
ah ok

it really is a lovely map
Title: Re: Counsel of Wizards
Post by: Maximum Spin on February 14, 2024, 03:50:23 am
ah ok

it really is a lovely map
For the record, I actually did check where you said the two nations were. The problem is that I forgot which way east and west are. You might as well imagine the map has been mirrored due to unknown religious traditions of the Panem Historical Society.
Or you could negotiate with a1s to quietly switch the directions in the sheet and pretend they were always that way. I'm good with either option.
Title: Re: Counsel of Wizards
Post by: Sudurandom on February 14, 2024, 07:29:03 pm
Quote
Rita Lin
Spoiler: Wizard: (click to show/hide)



It had taken forever, two weeks of searching, but Rita Lin had finally found people who would help her with her quest. The Gruggi called things silly names, but they were kind of toad like so that was probably a good sign.

But their sheep were getting sick and dying. Rita Lin had to do something about that. She remembered when her friend was sick, and her parents wouldn't let her play with them so she wouldn't get sick.
That was the solution, make the sick sheep go away and the healthy sheep would stay that way. Rita Lin had been folding space to travel, with a little work it could be used to move sheep.

Action: Create Spell
Foldspace Portal: Space is folded to bring two locations together, and a portal is opened between them allowing travel over great distances with a single step.

If I get the free spell for map making, then perform a ritual:
Sacrifice: A percentage of the sick sheep.
Connection: Toy sheep made from the wool of as many sheep as possible across the country.
Intent: Make the sheep healthy by opening a foldspace portal under any sheep that is or becomes infected, moving them far away. (To the skies above our rivals maybe??)

Rita Lin stood in her tower room surrounded by knit lambs. White for the healthy ones, black for the sick. As she sang the necessary spells, she skipped among the toys picking up the ugly black ones and tossing them out the window. This was a good ritual. Not only would it help the Gruggi, but she'd be left with lots of toys for her room.