You had been sitting in your designated chambers waiting and wondering, some desperately, for about an hour now. When representatives from the Royal Mages Association came and retrieved you from your home in the middle of the night, you knew that something big was happening. There were strange lights in the sky and a buzzing energy in the air as you were escorted to a massive meeting chamber. Standing upon a floating platform you see Reginald Veridious, the High Mage and the king's court wizard. He was tall, spindly, and bald, but the most powerful mage in all the land. After the final Mage had sat, he began to speak:"
My fellow mages, today a great evil approaches our land and a great barrier must be constructed to keep it at bay. Tonight I will select several mage families to receive my life's work: the tower keys. This key will give the owner, and their descendants, not only great magical ability, but also the ability to construct and alter the Veridious Towers. Do not take this lightly, agreeing to power of this magnitude not only binds you to the towers, but your descendants as well. Evil comes for our lands and our magic, it is up to you now to defend it. To join in the defense of our nation one must only speak the sacred oath written bellow."
Tower Defense allows you to play as one of the mages of a small, but magically advanced nation. Your magic has attracted unwanted attention from man and monster alike. To defend your country from invasion several magical towers have been erected to stop invasions. The mage families of the Royal Mages Association dedicate their lives to researching magic and defending their secrets. However it is a slow process and by the time a wizard makes true progress, youth has left them long ago. But a mage's research is inherited by their posterity and so the line of inquiry continues on for generations until the secrets of magic are finally unlocked.
The game will take place in turns, each turn lasts ten years. The turns contain two phases: construction and defense. At the beginning of the construction phase players will be able to invest their researched magics into bolstering the defense of one or more of the towers. Then monsters, armies, and whatnot will attempt to take the towers and invade your homeland during your defense phase. If all the towers fall your nation will be invaded and the game will be over. At the end of each turn players will decide what they will research next. However, mages are still mortal and must produce children to learn their secrets. A mage must produce a child before they are fifty (or adopt). After that they have a 10% chance of dying every decade, which increases per decade they survive (So a 70 year old mage, who will be turning 80, has a 30% chance of dying between 70 and 80. But if they survive to be 90 going on 100 then they have a 50% chance of dying between 90 and 100). Mage children know half of what their parents know automatically and can begin researching magic beyond that at the age of 10. Relearning any magic that was known by a parent is learned at double speed (Therefore, if two players decide to have two mage children, each player will select half their research and impart it onto their children and the second half of their research will be learned at double speed). To produce (and raise) a child takes one turn. Every so often legendary artifacts will be discovered or created. These provide unique bonuses. Players may attempt to steal these legendary devices by attacking another players tower (or any other means). Similarly other bonuses may be acquired by raiding other nearby nations. Both of these may leave your nation vulnerable and should be undertaken only after deep consideration. Lastly, the first player to reach the top of the magic tech tree will discover the ultimate magic and may use it to win the game.
This game will be decently freeform. Dont expect a ton of rolling of numbers to exploit. The only stats will be attack, HP, and research generation. Interactions between players will be just a important as smart research.
I
__(Your Name)__ hereby commit myself, my children, and my childrens children to the dense of this nation. I pledge that the blood of the
___(Last name)___ will research magic and its uses until its last drop has been spilled. I have already began to study __
(Choose one: fire, water, earth, wind, demonology, gem magic, Lovecraftian communion, worm magic, blood magic, necromancy, light magic, spirit magic, nature magic, transformation magic, healing magic, cosmic magic, alteration, illusion magic or shadow magic)__ with an emphasis on __
(Summoning, golemology, offensive spell casting, defensive spell casting, rune traps, or alchemy)__ . I will use this power, and all power that follows after, to defend this nation from attack.