Ghaz sucks (Kidding!), so this is a revival of his revival of a game of Forsaken1111. Ghaz wanted me to run the game, since he wanted to play more than GM it. So here we are.
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Rules BASED STUFF:
Contents of the Base: An Underground Lair with Storage Vaults, Living Quarters, Slave Pens, Attached Mine, Crude Laboratory
Population of the Game: The Players!
Link to the Original:
Dark Magi Link to the OOC thread OOC Thread Local Area Map Death Magic Library - A library of books dedicated to the sphere of Death. Mages may study here to increase their skill with Death magic or unlock one of its elements.
Scrying Chamber - A room enchanted to aid scrying, along with several implements to enable it. A mage may use this chamber to gather information about the world.
Catacombs - The Dark Tower was built on an extensive set of ancient catacombs from a lost age. Mages may explore these catacombs in search of usable remains to reanimate. Other items of interest may be found here as well.
Enchanted Mirror - A large freestanding mirror which is enchanted to allow two-way communication with anyone who has looked upon it at some point. Mages may use this to contact anyone who has visited the Dark Tower in the past.
Living Quarters - Comfortable living quarters for a dozen people, including hearths and separate apartments.
Storage Vaults - A large natural cave accessible from the tower via a tunnel provides a secure place to store valuables.
Enchanted Pantry - A large room which is enchanted so that it never empties. May support up to 1000 men a day at the tower, and allows you to provision troops before they leave.
Manaforge - A small room with a magical forge, for the creation of magic artifacts. Its use is difficult and time-consuming but can result in some spectacular items.
Laboratory Allows research into Rituals, powerful spells that once unlocked have vast effects for those who can cast them.
Per Turn you may do up to Two Major Actions.
Below is a guideline of possible major actions. However there are other things you might decide to do.
Mage Actions:
Cast - Casting a spell. Spells can be anything you want, really. The effect of the spell will depend on your roll and your skill level with the sphere.
Study - One person per turn may study in a library. Learning new spheres or elements requires multiple study actions
Scrying - One person per turn may utilize the dark tower's scrying chamber to gather information about specific targets or general areas.
Decipher - One person per turn may work at deciphering the master mage's journals.
Forge - One person per turn may work at the manaforge to craft items of power.
Forage - You may forage in the catacomb for whatever you can find.
Command - One person per turn may utilize the dark tower's enchanted mirror to command allied troops
Tutor - A mage may teach someone to improve their knowledge of a sphere/element, provided the teacher is of higher skill
Learn - A mage may learn from another to increase his knowledge of a sphere/element, provided the student is of lower skill
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When commanding troops, the following orders can be given:
Army actions:
Armies begin with 6 endurance when setting out from the Tower. Endurance represents the general state of army supplies.
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Assault - Attack a target. Costs 1 endurance.
Fortify - Fortify a position to withstand an attack. Costs 1 endurance.
Move - Move to a new location. Movement normally does not cost endurance, as armies are assumed to live off the land. Exceptionally barren or dangerous terrain may affect armies differently.
Forage - Search for usable supplies. Increases endurance by 2, or 4 if at a location rich in supplies such as a conquered city.
Raze - Destroy a location entirely. (Burn buildings to the ground, pound masonry to rubble, etc) Doing this precludes any plundering so its best to do so after, if at all.
Plunder - Search for useful treasures which can be looted. Each plunder action generates one loot token until the location has no more to be taken.
Rules on Magic:
Death Magic is one of the Many Sphere's of Magic and contains 5 Elements:
Blood: This element represents flesh, and all bodily fluids. It can be used to animate a corpse, control a living person through physical force, or sap the life from someone's body. It also peripherally covers naturally occuring venoms and poisons.
Void: This element represents the absence of energy and matter. This is an extremely destructive element which does not have much utility or subtly beyond its destructive influence.
Bone:This element represents the physical bones within the body, as well as the structural force and strength of the body. Bone can be used to debilitate a living person, sap or increase someone's physical strength and durability, or animate skeletal remains.
Earth:This is the element of earth and stone. It covers dirt, stone, earth, metal, jewels, etc. It is also exceptionally good at building or rending constructions of any type.
Darkness:This element is a mystery to you.
Rank 1 - Apprentice
- Ability to cast spells of this sphere
- Limited to a single element
- Limited to a single sphere
Rank 2 - Adept
- Mitigation of a critical failure - On a critical failure (Roll of a 1 on 1d6) the caster gets an additional 1d6 roll. On a 4-6 the failure is negated and the spell instead has no effect
- Limited to a single sphere
- May include a maximum of 2 elements
- Elements must be directly linked
Rituals Rituals are generally formulaic spells you can use in order to achieve strange and arcane effects, get a result reliably, or just show off what a magical badass you are. They require a Laboratory to efficiently discover and codify for use by the Tower populace. Rituals will often have a material cost (of supplies, or a specific Resource), potentially a sacrifice, and will likely require Initiate or higher levels of magical capability.
Examples of rituals: Summoning more advanced undead, rather than leaving it up to chance, causing large potentially world changing effects like an Earthquake, or a Tsunami, or the temporary enchantment of items.
Players:
There are 6-8 of you, that have arrived here, at this tower. I'd prefer it if there was much roleplaying. But hey, up to you.
It is not first come first serve, and some players probably will die. So lets not get too attached eh? Although if you're cautious, you probably wont die.
Name: (obvious)
Description: (The physical Description of your character, apart from being human get creative.)
Sex: (male/female)
Your Backstory: (Note, this is important as it may give you skills and gear to begin with.)(HINT: You are Apprentices already, so you know one of the Elements of Death that is not Darkness)
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Gather round, and listen to a story.
Every story has a beginning. This beginning happened long ago in the murky mists of time. In the Age of Myths, when legends walked the lands. This story is about the Despoiler, and what came a little after. The Despoiler's race is lost to the mists of time but what is known is that they were a powerful Necromancer, dabbling in the darkest of the dark arts. They were slippery and cunning and tried to rise to power by employing a Dark Cabal of minions.
This Dark Cabal was stationed in nearly every major city, and were slowly gathering power to give to the Despoiler, who coveted the rich and bountiful lands of Garenia. Fortunately, when the Despoiler moved openly, the Crimson Order was there to counter his movements. In the Holy Purge that followed, the Dark Cabal was sundered, the Despoiler struck down. The survivors of the Purge fled the central lands of Garenia, scattering to the winds.
Those are tales for other days of course. Now I want to tell you the tale of a band of members of the Dark Cabal, who sought refuge in the patchwork kingdoms in the borderlands. This is their story.