Turn 0A thousand years had passed.
A thousand years since good prevailed.
Few remember the old wars, the battle with the forces of the Dark God. The war which almost ended the world. What is known, is that a great hero, despite the Dark God's inevitable victory, fought against the darkness, and had prevailed. The overlord slain, his lieutenants sent to the grave. The Hero will always be remembered as the one who saved the world. His legacy, remaining as a lesson to all.
His victory was not permanent. For slowly, the forces of darkness grew in strength, until yet again, an Overlord rises.
His name is known by few, perhaps so people don't realize that
Hanz-hanz, a cutebold vampire, had taken on the mantle. Perhaps because of his unusual... size did people ignore what was happening.
Regardless, an overlord is an overlord, and in the Darkland, five lieutenants rose up.
The current nations right next to the Darklands are (4) lands.
The First, the land of Cura, a small nation with almost no military, but masters of recent Magitech technology, to the east.
To the north, the tribal forces of Elye, skilled at war, but only having basic magic.
To the west, the great Empire of Abrlein, with its mighty army and magical weaponry.
And to the south, the kingdom of Ecria, with its small army of warmages.
Look up to the post after the OP. This post has the current stats/assets of all characters currently in game. Look at that last stat. This tells you how much resources you guys start out with. This first turn, I'm letting you spend these resources for free, no rolls, no time spent. You guys can still act this turn to do... whatever you guys want to do. The list below this post will give you an idea on what you can get.
Also, as a reminder to the lieutenants, the overlord is still technically your boss. He can order you around. Not that you are obliged to follow, but he has all right to punish you if you don't.
“Physical” Assets
A basic, generic, decent sized band of nondescript minor mooks. Can be killed. 1/0 points.
A group of elite, powerful mooks. Can be killed. 2/0 points.
Some sort of major building, a castle, a crypt, dungeon, etc. 3/0 points.
-Some unique magical effect to the building, such as unusual cold, add 0/1 to the cost.
-An useful magical effect, such as a magical lab or portal, add 0/3 to the cost.
-A buff while your in the building, add 0/5 to the cost.
-A buff, regardless where you are, add 0/20 to the cost.
Permanently adding (i.e. always having) a minor, nonmagical group minion to your army, 5/0
-If the minion is powerful, the cost is 10/0
A boss-level enemy which Heroes (more about them later) can't just kill no problem, 7/0
“Magical” Assets
A magical artifact which grants a minor, nonstackable boost or can cast a spell a large amount of times, 0/1 points
Casting a powerful spell
Magical minions which have x amount of powers, cost 0/x*3 points to summon, and you must list a attribute (IE fire, water, wind, earth, or dark.)
-If a boss-level, add 7/7 points
-If you want to permanently add them to your army, multiply cost by 5
A major magical artifact granting you a powerful, possibly stacking, boost or allowing for casting of a single type of powerful spell without cost, 1/7 points.
A trap can be of any cost up to 3/3, determining is Physical and Magical strength
An Ultimate Weapon, however you style it, costs 75/200 points.
Please note that, with the building effects, pretty much anything can be done with that useful effect, as long as you can describe it (though the cost might go up if it is too powerful). Want it to generate kind of wealth for you, or slowly build an army? Why not?
Also, Harry Baldman, I will remind you that
I pick your flaws, so while you are now WAITLISTED, I cannot guarantee it will look the same way.