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Messages - chubby2man

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1
Forum Games and Roleplaying / Re: Counsel of Wizards
« 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. 

2
Forum Games and Roleplaying / Re: Counsel of Wizards
« 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


Quote
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.

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

The Old Mountain Goals: Decide what to do.

Quote
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.


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

Miner’s Goals- Build a Worthy Fort

Quote
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. 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!

3
Forum Games and Roleplaying / Re: Counsel of Wizards
« 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!



4
Forum Games and Roleplaying / Counsel of Wizards
« 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.

5
Forum Games and Roleplaying / Re: Lord of the Dark Dominion (SG)
« on: February 07, 2024, 11:08:52 pm »

“He’ll live. "

"Barely, and missing an eye, but he will live. The priests have him now.”

You nod to the image of your sorceress in the reflection of the scrying mirror. The priests will have taken some of the prisoners from their dungeons and used them as sacrifices to heal your brother. Brutal, as were most of the ways of your people, but effective.

Your spymistress Piela steps into view. You can see the fatigue even across the distortion of the the scrying mirror.

She wastes no time. "We need you back soon. Your cousin is rallying her forces and is on the march. And she will either mount a rescue attempt or just take the city. And we discovered that the Scylling sorcerers have met with their army. We should expect them to outmatch us in magic as well."


You wince. The Scylling clan had the dedicated their existence to magical mastery. They would be no slouches in that arena.


You glance at Vial. "How can we hold up against them?"

She grimaces. " I can dance with the best of them, but their lesser mages are more numerous and better skilled than ours. No offense," she adds for the benifit of the mage maintaining the mirror for you. He simply shrugs.


With further discussion, you agree that there is enough time for one more preperation before the momentum swings in your cousin's favor.
You decide to:

A. Return home, fortify your posisition.
B. Go to either the Thule (warriors) or the Etra (dark priest/Summoners).
C. Something else?


You just begin to decide what to do when the horns blare and call the camp to action. A scout returns, A Collsung rider, and warns of an approaching Adairn force. Near 600 strong, they outnumber you by nearly double. Most of your force are cavalry, in comparison to their infantry focused force.

They probably intend on killing you. You could go around them with your mobility, or you could take this opportunity to destroy them.

Despite being outnumbered, your warriors are eager for battle. The Adairn are viewed as middling in battle, and with your Collsung horsemen you can harass them at will.

There are also whispers about you, you know. How will their new lord fare in battle, if he takes it?


What do you do?
A. Avoid them.
B. Confront them head on.
C. Have your riders harry them while you keep moving on.
D. Something else?

6
Forum Games and Roleplaying / Re: Lord of the Dark Dominion (SG)
« on: January 31, 2024, 04:10:19 pm »

Theila Voldrung sat in the presence of her family's enemies, and she could not help but feel unease. Across from her, practically preening with arrogance, was the representative of the Scylling clan. A family famed for its bounty of skilled witches and sorcerers, they and the Voldrung often sneered and quarrelled with each other over the years. But when a Crusade came and the knights of Summer charged, it was often a Voldrung shield standing in front of a Scylling war-caster.


"An alliance," Theila states. It was rather common for the Great Clans to interfere in each other's affairs, but she had not even reached out to the Scylling. They came to her.


"An alliance, yes. We help you on the throne, you'll give us a few border territories and lend us swords when we call," Quilious Scylling smile grows. He is still a young man,with thick dark hair. His purple eyes glow, and his beard glistens with oil. "It's mutually beneficial, beautiful."


Theila’s lips compress into a thin line. "No deal."


Quilious's smile slips off his face. Next to Theila, Cael gives off a harsh laugh. The raven haired exiled ranger did not much appreciate the sorcerer before them.


Quilious squints at the pair. "Let me assure you, the cadre I bring with me is more than a match for any half rate magician the pretender in that castle can drum up."


Theila shakes her head. " You came to us. I'm not sure why, but you need an ally for whatever you're planning. Help me and you have an honest partner. I won't haggle my people away to you."


He stares at her, tension thick in the air before leaning back and allowing the smile to return to his face. "It was worth a shot. You, Lady Voldrung, have a deal."


She gives a smile in return and reaches out to clasp his arm. She pulls him in close. "Call me beautiful in front of the men and I'll break your teeth, before they break the rest of you."


A flicker of unease passes through his eyes before he throws his head back and laughs, "I will thus do my best to restrain myself in your presence, my lady."


Cael gives the sorcerer a hard eyed glare. "See that you do."


Ignoring the protestations of the magician, Theila turns only to see Lothel, commander of the loyal Ironsworn, hurrying alongside a messenger. Both radiated anxiety.


What happened?

A. Theila's family was all killed in the raid on Cold Falls.
She swears vengeance on you and your brother. The heavens take note of her oath.

B. Cold Falls burns in the wake of the successful raid to capture Theila's family. This galvanizes most of the hill clans to the pretender's side.

C. Your brother was maimed in the successful raid. Heavily wounded, he will be unable to assist much in the battles to come.


In addition; with the Scylling sorcerers have thrown their lot in with the pretender, other powers around the Dark Dominion have taken notice and are displeased with the meddling. Who sends assistance?

D. The Iosung merchants issue a large, low interest loan and sends a merchant princess to oversee the distribution.

E. The Tiathul send rangers to bring the exile home, dead or alive, led by one of their deadliest marksmen.

G. The God-King has taken note. He has sent a single Named to enforce his will.

7
Forum Games and Roleplaying / Re: Lord of the Dark Dominion (SG)
« on: January 25, 2024, 05:33:04 pm »
The halls of the Collsung are a grand thing in their own right. Not more than two stories, it sweeps wide over the hill, with walls of burnished wood providing a stout defense. The stables of the hall nearly equal it in size, and you see herds of horses being ushered between the stables and fields.

Your horse snickers beneath you. He was brought here and trained by the Collsung's finest horselords to bear the Voldrung;s lord. You brush his neck, and smile to yourself.

In contrast to the fickle Adairn, the Collsung have greeted you with an honor guard, their famed Death Riders trotting out to greet you and escort you to the side of their lord. While their settlement is not nearly as large as the city of the Adairn or your own, they are a people dedicated to the horse.


You are ushered quickly through the halls, tapestries covering the walls and fire providing some warmth from the faint bite of chill in the air.

A roaring fire silhouettes the lord of the Collsung. A tall man, Edal Collsung turns and gives a respectful before you. His face is a hard one, with golden eyes like those of a hawk. Grey streaks course through his red hair and beard.

"Rise," You tell him, smile on your face. Here you finally get the respect you are owed.

"My lord," he replies. "Welcome to Highfield. We are at your disposal."



Later that evening, a grand feast is held. Your retinue fills the halls, intermingling with the Collsung's warriors and courtiers. You feast and drink in equal measure, for a time forgetting about the stresses of your rule.

Edal proves himself an able host. He is popular with his men, though somewhat reserved. He touches on his raids and battles, but he goes long on the minutia of the breeding of his prized horses, and the development of his lands to support the herds of horse and cattle. In his part he asks what interests you most, to which you reply-

A. The development of your warband. From training to leading into battle, you have several ideas from the armies and legions of the past and modern day you would like to see implemented. Word: War

B. Combat: From studying martial treaties from across the Dominion and surrounding nations, you devote much of your time to training and study. Before your ascension you were the First Sword for your mother, and many feared your blade. Word: Blade+

C. Wonders: The great ruins of old, flying ships and castles, artifacts of doom and grandeur. These have always fascinated you, and as a Dark Lord you finally will have the resources to make your own. Word:???

D. History: You always had a passion for learning more about the history of the Dominion, and even delved a few ruins in your time. Some say you've spent too much time in the library, but those who say such are fools, what do they know in comparison to you? Word: Knowledge

E. Something else?




Wrapped up in your talk with the lord Collsung, you hardly notice the giant of a man slam his fist into the table in front of you. His face is flushed red with drink and anger. A hush falls across the hall.

"You are no true lord. The true Volsung leads her army, with her crown claimed in battle and the Ironsworn at her side. You will only lead us to doom and death."

No one speaks a word as they all wait to see what you will do.

You reach and pick up your goblet, filled with a dark red wine.

"I would ask my First Sword why this man still draws breathe," you ask before taking a sip.

 Things happen fast. There's shouting, Sevus leaps forward with sword ready. and the detractor's own weapon was only half drawn before his head was separated from his shoulders by a well struck blow. His body collapses, headless to the ground, and Sevus stands perfectly poised, taut and eager for a fight.

No one takes him up on it, instead raising a cheer from the assembled warriors. The tension breaks, and several men and women come up to Sevus, admiring looks in their eyes and drinks in hand.



Collsung leans back.
"Well, with that out of the way, lets get to business. You have our support, of course, but times are tense right now on our border with the Adairn. It can't leave my land undefended from raids and Adairn warbands."

What arrangement do you make with the Collsung horselord?

A. That will do.
Take a small warband worth of riders with you.

B.I can make promises of some land from the feckless Adairn. Receive a notable amount of riders.

C. You will receive great tracts of land from the Adairn in return for your loyalty. Collsung will become the largest clan via amount of land at the expense of the Adairn, and in return he himself will ride with you and many warriors.

D. The Adairn will be wiped out, and you will receive their lands if you join with me. Promises the land of the Adairn to them, in return the Collsung devote nearly all their warriors to you.

E.Something else?

Note: A and B will allow you more room for promises if you decide to approach other clans.

8
Forum Games and Roleplaying / Re: Lord of the Dark Dominion (SG)
« on: January 23, 2024, 05:42:06 pm »
The gates stood closed against you.



“Those fuckers,” you growl.



You stand outside the gates of the Adairn, the largest of the clans sworn to the Voldrung. They hold sway over the lowlands and fields of the region, and muster stout warriors to defend their hearth and home. Their loyalty has ever been without question.

And now they leave you like a beggar outside their gates. One of the largest cities to be found outside of the capital, a jewel in your crown, and they leave their lord outside.



Your horse snorts anxiously underneath you. Few beasts could carry your weight in your ancient plate, but the Hrothing beastmasters bred these with some unnatural creature to do so. It can feel your rage gathering, so you try to relax your grip on his reins. The horse is monsterous, and without your enchanted plate you fear you would not have the strength to handle it.


"Open for the Lord of the Voldrung!" You shout at the battlements, your voice tearing, but the gates remain stubbornly closed to you.



"We recognize no lord here," said an voice, aged but strong. Peering over the lip of the walls was a wrinkled elder, garbed in armor. "There are two claimnets, and we await to serve the better of the pair of you."

Oh you rage at them, and scream threats and call them cowards. You will remember this, you swear, when your rival lies dead at your feet and your armies drag them all from your homes. The man only shakes his head at you.



Your First Sword, Sevus, grabs you by the arm and pulls you back. A narrow faced fellow, he wears two swords across his back and knows well how to use them. "My lord, what shall we do?" He gestures at your company behind him. "We will follow you into battle and unto death, but they will not open the gate for us without force."



You stride away to make your plans. You assemble Sevus and the veterans and decide to:



A. Storm the Gate: Break down that gate and kill anyone who stands in your way to the palace. (Available due to Skull Crusher).

B. Find a way to sneak in: Under the cover of night, make a raid.

C. Go to a different vassal: If the Adairn stand against you, make a new ally by promising some of the Adairn's land. You go to the

-The Etra: dark priests known for their summoning of darker powers.

-Collsung: Fine riders and death on open ground, their lancers would provide your army many advantages.

-Thule: The closest hill clan, and known for their smiths, craftsmen, and some of the most heavily armored warriors to be found.outside of the Ironsworn.

D. Something else?

9
Forum Games and Roleplaying / Re: Hunted (SG)
« on: January 23, 2024, 05:22:46 pm »
Fight seems to be alone.

10
Forum Games and Roleplaying / Re: Hunted (SG)
« on: January 20, 2024, 07:14:51 pm »
Acid spitting gland would be useful.

11
Forum Games and Roleplaying / Re: Lord of the Dark Dominion (SG)
« on: January 18, 2024, 03:40:13 pm »
You can vote for two options for weapons!

12
Forum Games and Roleplaying / Re: Lord of the Dark Dominion (SG)
« on: January 18, 2024, 01:32:03 pm »
Carrion birds wheel above, dark shapes stark against the clear blue sky. It is barely a week since your cornation, and you assemble your warband for your tour while Avul prepares to set off. He is clad in dark plate, engraved with gold. A snarling wolf adorns his head. He claps your arm, pulling you in tight.

"Good luck, brother."


The night before you both had stood on the curtain wall of the keep. Your guards, fully armed and armored in blackened mail, kept a watchful distance as screams drifted over. It was a night of knives, as Piela sent her assassins and agents after rebel sympathizers and spies. He warned you then, that as fond as Piela was of you both, she was far fonder of your mother. If Piela discovered the slow-acting poison you gave your mother before she departed. . .you expect you would be in some trouble. You cleaned up as best you could, and she had plenty of other tasks and little reason to sniff after a disappeared poisonmaker.


Avul's warband of slayers and killers trots out of the gate, a hundred or so men and women perfect for a daring raid. Your own would be a similar size, but made up of solid veterans.Your goal was to impress them with the tradition and martial power of the Voldrungs, not kill them after all.



Deep in the castle lies the personal armory of the Voldrungs. Enchanted arms and armors, trophies from battles with the Summer Kingdom and God Kings both adorn the walls.

Here you choose what you will take with you:

Armor:
-Sealight Mail:
A light and glittering mail, taken from the Water Elves as a trophey. Nearly unbreakable, it is perfect for quick movement while not sacrafing protection.  Taken by your mother into battle, now worn by your rebel cousin.

-Plate of Midnight: The original, forged by the dwarves for the kings of war. Enchanted with the soul of a god from below, it grants strength and power to its wearer. The metal, dark as night, seems to swirl as you look at it. It allows the bearer to wield even massive weapons with one hand.

Weapons: Pick 2!

-Dawnfall: A bastard sword.
Forged form the metal of a comet that was split between the great lords. Few things can withstand its cut. Able to wielded with one hand or both.

-Serpent's Bite and Scale: A sword and shield. Enhanced sword that rots the flesh of those it cuts, and a shield that is near unbreakable. Taken by your mother into battle, now wielded by your rebel cousin.

-Vampire's Axe: A large red battleaxe. While a fearsome axe in its own right, as it kills it drains the life force of its victims to heal and rejuvenate the wielder.

-Skullcrusher: A massive warhammer. A warhammer that unnaturally accelerates with every swing, smashing foes and even gates with ease.

-Saint's Poleaxe:  A stout poleaxe, shines with a golden light. Taken from a Named Hero from the Summer Kingdom. A versitle weapon, it also radiates hope and courage to your allies.

- Eagle's Talon: A flying dagger. Animated by spellcraft, this dagger responds to your mental commands and can fly through the air, hunting targets. IT does require concentration, however.

-Write in! Only vote for one write in option. If you go firearms, limited to a single shot arquebus that is not replicable. You can also go for a weird magical artifact if you wish. Or even go with a different armor.

13
Forum Games and Roleplaying / Re: Principality of Angels [SG]
« on: January 17, 2024, 10:47:55 am »
Hmmm main vote is got to be C for Cabal , just get right into the sorcery blasting.

Secondary vote for the unlucky options would be for D, Luthen.

14
Forum Games and Roleplaying / Re: Lord of the Dark Dominion (SG)
« on: January 16, 2024, 04:45:14 pm »
"How many?"


"Nearly all the Ironsworn," The Spymistress purses her mouth. She's a wizened crone, her dark robes swallowing her frail frame, but her dark eyes remain steady on you.Piela is as wicked as can be found, but she always had a soft spot for you and your brother.


Said brother leans forward. He's still young, a wisp of beard coming in, but he always had your back through any fights or plots. He saved your life the night before, stabbing one would be assassin in the back while shouting loud enough to wake the dead.

"Call up the warbands, and send the riders. We can stop and destroy them before they join up with our dear cousin in the hills," Avul says, his eyes angry.


You shake your head. "We could, but even in victory our forces would be devastated. Lothel must be confident in this to be so brazen in his treachery," You reply, clenching your fists.


The Ironsworn were the Voldrung's best elite cadre of warriors, handpicked veterans and slayers equipped in the finest enchanted plate and sworn binding oaths to serve the Voldrung's lord. Their defection is... devastating to your legitimacy while also swinging the quality advantage decisively to your cousins side. You can't win this through direct conflict.


"What are my options?" You ask plainly.


"The oaths they have sworn will make them hesitant to attack you and yours, especially unprovoked. Once any viable contender for the Voldrung lordship is removed, they will return to service." Vial, your sorceress, chimes in from the lounge she claimed in the corner of the room.


"The lesser clans will be a concern." Piela adds. "They will hear of this and wonder which of you will win out. If we can get them committed to us, that will be a great aid.:


"Her family is in Cold's Falls, we can kill or take them as hostages." Avul says, earning a raised brow from the others.


"Certainly possible," Piela nods, "In any case we should expect her to be knocking on the gates of the city soon. We have the city and the throne, time will erode away her support. She will be forced to take action, and soon. We need to be ready."


You turn and overlook your city. Smoke drifts up from a thousand hearths, and the dark walls stretch high above those. Your domain, thousands of souls underneath your banner and raised sword. Built by blood and steel.

You will protect what you have taken. 

Choose 2 actions. As of now you are militarily overmatched, and a field battle would not go in your favor. What do you do?

A. Purge your court of dissenters:
Use this time of crises to solidify the court's loyalty to you.

B. Kidnap the rebel's family: Send your brother and a warband to ensure the safety of the other side of your family. Will likely enrage your rival Theila.

C. Rally the lesser clans: Call upon the oaths of allegiance to gather warbands to your name. You will have to negotiate with some of them, but they could provide enough manpower to bring you equal to the rebel army.

D. Defense of the City: Long have the Voldrung's walls held, but it could do with a checkup with your sorceress. Will make your city more resistant to a siege, and dangerous to storm.

E. Forge an alliance with a fellow Dark Lord: Choose one of the starting great families to make an alliance. Your terms will be a little lopsided in their favor.

F. Write in!



15
Forum Games and Roleplaying / Re: Hunted (SG)
« on: January 14, 2024, 10:35:23 pm »
5 You don't need to hunt for humans, they seem to come conveniently packaged in huge boxes. Find a nice apartment building and pick off the inhabitants at your leisure.

I like it but I’m gonna say we start smaller with 3 as a warm up.

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