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Author Topic: Masters of a New World [Month 1: Till]  (Read 5086 times)

IronyOwl

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Masters of a New World [Month 1: Till]
« on: February 03, 2015, 08:03:18 am »

A new world has been discovered, and plans are already underway to colonize it. A mighty and respected wizard has been selected to lead this initial attempt, thereby establishing a foothold in this new plane of existence. Whatever awaits on the other side, it is hoped that this master of magic's talents will be enough to keep the colony (and colonists) safe and productive.

However, it was feared that even this mighty wizard might become overwhelmed by the sheer diversity and number of the challenges one might face. Accordingly, said wizard has been tasked to bring along six acquaintances, each mighty wizards in their own right, to aid in micromanaging and creatively defending the new colony. Conveniently for you, you just so happen to be such an acquaintance and mighty wizard. While no match for the leader of the expedition, you nonetheless command far more power than is reasonable in your chosen field, and have enough familiarity with bossing people around to pose as a workable governor.

Of course, being selected will be the easy part. Once there, you have no idea what you'll find. There could be environmental hazards, hostile wildlife, even angry locals. There will almost certainly be opportunities as well... but the folks back home will start wanting various things in short order, and angering them could have unfortunate consequences. Speaking of which, the peasants under you might start demanding various things as well, your fellow wizards might start causing problems, and you might want to get something done that isn't just avoiding catastrophe once in a while...

In short, welcome to the new world. It'll probably be a mess.


Spoiler: Mechanics (click to show/hide)

To sign up, fill out the following form:
Code: [Select]
[b]Name:[/b] What you call yourself.
[b]Specialty:[/b] Your primary magical focus. This is what you've devoted most of your time to, and therefore what you've become a nigh-peerless master in.
[b]Tribe:[/b] What species/tribe/clan/blueprint you hail from.
[b]Physical Description:[/b] What you look like physically.
[b]Mental Description:[/b] What you're like on the inside.
[b]Personal History:[/b] Anything important from your life thus far. Needn't be long or precise; "Was alchemist, studied rocks" is fine.

[b]Tribe Description:[/b] A more detailed explanation of what your Tribe is.

[b]Ship Name:[/b] Each wizard will be riding to their new home alongside their colonists in an interplanar vessel. As this vessel is fully expected to be rendered unusable on impact, naming it may be considered somewhat odd; but it is a major undertaking, and so people tend to expect it to be named.
[b]Colonists:[/b] 500 Human Peasants (not recommended)
[b]Food:[/b] 3000. Measured in person-months; 3000 is six months' worth of food for 500 people.
[b]Tools:[/b] Adequate. Measures your ability to perform specialized tasks on arrival.
[b]Amenities:[/b] Sparse. Measures your peoples' ability to not become disgruntled on arrival.
[b]Navigation:[/b] Adequate[sup][sup]TM[/sup][/sup]. Measures your ship's ability to avoid careening into unpleasant things in the space between planes.
[b]Insulation:[/b] Adequate[sup][sup]TM[/sup][/sup]. Measures your ship's ability to shield its passengers from the harmful effects of unfortunate things in the space between planes.
[b]Structural Integrity:[/b] Adequate. Measures your ship's ability to not crack like an egg when something catches it wrong, between planes or on top of one.
[b]Additional Supplies:[/b] None. Measures your ship's stash of other neat stuff.

Listed above are the more or less default stats for a wizard's ride. Wizards have several options to customize this experience.

The first, and most important, is to specify the contents of their colonists. 500 human peasants will not be as useful as more skilled workers might, and even less so if you are not human yourself; colonists tend to get along poorer under a master who is not their own kind. Breaking this number into skilled divisions (200 farmers, 100 lumberjacks, 200 mimes) and specifying their tribe is strongly advised.

Secondly, you may sacrifice portions of your ship's performance in some areas for gains in others. Want to start with a throne of solid gold? By cutting corners with how well your vessel can avoid interplanar anomalies, this just might be possible! [i]Really[/i] want to avoid anything writhing out of its stasis pods when you reach your destination? By boosting insulation and dropping these newfangled "tools," you might just be able to do that! The possibilities are endless, although your budget isn't and is frankly already a little low. Still, if you can manage it good luck!
It looks longer than it is.

Additionally, we'll need our central wizard. Anyone can submit entries or portions of entries for that, and it's a bit more freeform than the player entries.

Signups will remain open for ~55 hours. Six slots, waitlist available in case somebody drops out.
« Last Edit: February 09, 2015, 04:51:27 am by IronyOwl »
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

IronyOwl

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #1 on: February 03, 2015, 08:03:55 am »

Player List
-Barig the Iron Lord (adwarf), Earth Mage
-Mayborg (Baldman), Information Mage
-Ms. Pretty Obvious (Ozarck), Precision Mage
-Arivaris the Wolf of Trokken (Detoxicated), Mind Mage
-Kee Ti Lax the Thorn Ghost (VoidSlayer), Biomancer
-Savaul Havrius (Nirur), Enchanter


Waitlist
-Fghaar Alzub (FArgHalfnr), Summoner
-Aguva Trilva (high tyrol), Practical Mage
« Last Edit: February 06, 2015, 04:24:41 pm by IronyOwl »
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

adwarf

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #2 on: February 03, 2015, 11:38:49 am »

Name: Barig the Iron Lord
Specialty: Earth Magic with some specialization in the Manipulation of Iron
Tribe: The Ironclad Mountain Clan - Dwarves
Physical Description: Four foot tall with fiery red hair, and beard. The beard is well groomed and comes down to cover Barig's barrel like chest. He can generally be found wearing a red robe that's been reinforced with iron plates.
Mental Description: Barig is focused individual who finds more interest in the ground, and the beings that dwell there than those that live above ground. He is easily riled, but slow to truly anger. He heavily dislikes betrayal, and holds grudges until revenge has been wrought upon those who've crossed him. In most situations however he is jolly, and aims for the prosperous growth of both magic and those under his charge. He is quick to make friends, but gives trust to those who've earned only.
Personal History: Barig was born into the Ironclad Mountain Clan, a tribe of dwarves who shared the Ironstone Mountains with several other 'lesser' tribes and lived a life filled with constant war as his brethren sought to conquer the 'lesser' tribes and claim the Ironstone Mountains for themselves. While Barig studied the sacred arts of Earth Magic, and began to experiment with his own magic his tribe fought a losing war as the so called lesser tribes banned together and began to push the Ironclad Mountain Clan from their homes. When word came that a great wizard was setting out for a new world Barig went to his tribe, and told them of the possibility of new lands, of new mountains to claim and fortresses to forge in a world that had been unclaimed by the tribes they warred with. Some listened to Barig and found hope in this new world, but for as many as agreed to go on this grand journey ten others vowed they would stay, that they would die on these mountains rather than flee from 'lesser' clans. And so Barig led those who would follow to a new world, to a new home.

Tribe Description: The Ironclad Mountain Clan were a loose nation of dwarves sharing the same ancestry that had claimed the Ironstone Mountains as their home, to them they were the true children of these same mountains and using magic they forged grand sets of armor and legendary weapons forged from their Parents. They were warriors without equal in the mountains but the tribe was few and those who could wield the armaments of the Father and Mother were even fewer so when they set about on a holy war against the lesser clans they were quick to doom themselves. A coalition of several tribes and clans quickly outnumbered the great soldiers of the Ironclad Mountain clans and their slow death march began.

The Ironclad Mountain Clan view Earth Magic as sacred gifts from the Father and the Mother, the power granted by their parents to shape weapons, armies, even grand cities (or so the legends say). Since the early days of the Clan the Earth Magic has faded from their wizards, now Barig the Iron Lord is the strongest Stonesinger (the Ironclad Mountain Clan's name for their Earth Mages) in over five hundred years time.

Ship Name: Obsidian Wayfarer
Colonists: 100 Ironclad Mountain farmers, 200 Ironclad Mountain Miners, 50 Ironclad Mountain Warriors, 50 Ironclad Mountain Foresters, 25 Ironclad Mountain Masons, 25 Ironclad Mountain Carpenters, 45 Ironclad Mountain Warriors, 5 Apprentice Ironclad Mountain Stonesingers
Food: 3000. Measured in person-months; 3000 is six months' worth of food for 500 people.
Tools: Adequate. Measures your ability to perform specialized tasks on arrival.
Amenities: Sparse. Measures your peoples' ability to not become disgruntled on arrival.
Navigation: AdequateTM. Measures your ship's ability to avoid careening into unpleasant things in the space between planes.
Insulation: AdequateTM. Measures your ship's ability to shield its passengers from the harmful effects of unfortunate things in the space between planes.
Structural Integrity: Adequate. Measures your ship's ability to not crack like an egg when something catches it wrong, between planes or on top of one.
Additional Supplies: None. Measures your ship's stash of other neat stuff.

EDIT:
Question: How much would I need to reduce Insulation to to be able to bring an artifact or device that could sense ore deposits?
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Harry Baldman

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #3 on: February 03, 2015, 11:44:54 am »

Name: Mayborg
Specialty: information magic, especially that of retrieval, though he also uses this expertise to specialize in other forms of information manipulation at times, most notably in the obfuscation (deletion?) of the knowledge of his form and past.
Tribe: his people are humans that prefer to be called Taunsfolk, though Mayborg himself is less of a certainty. He seems to have somehow erased most of his entire history from the minds of his people and, for that matter, everyone else.
Physical Description: perfectly invisible at all times, it seems, as well as otherwise imperceptible. Immortal, too, as far as anyone can tell.
Mental Description: enjoys being invisible as far as can be seen. Seems like a right kindly sort, though. Lets his tribe elect two consuls to oversee pretty much all of their non-magical issues, since he's got absolutely no head for actual management. Likes to be in public, apparently, though no one's seen concrete proof. Some sources claim he's really shy. Sorely lacking in ambition and accountability. Mostly communicates with his consuls in writing or flashes of uncommon insight.
Personal History: it's largely unknown, really. It's unknown if even Mayborg himself ("him" being generally assumed) knows anymore, but it's clear he feels it is unimportant. The Taunsfolk look to him as a god of sorts, an unknown entity dwelling in temples and bestowing favors of knowledge upon the populace and also ensuring the sanctity of their democracy, and that's mostly all they know aside from whatever Mayborg has chosen to personally reveal to them.

Tribe Description: the Taunsfolk are laid back, not particularly hardworking or even especially hardy sorts, enjoying cultural pursuits (especially a good conspiracy theory involving Mayborg on at least three separate levels) first of all and philosophical considerations second of all. Largely they have faith in Mayborg's ability to help them through the rough patches, and their smugness is renowned among the people of the world. They're not well liked, but they're not insufferable, and not particularly imperialistic, either. Taunsfolk are generally known to enjoy travel and cultural exchange as well. They have a strong nomadic tradition (sometimes called a strong raiding tradition, but they don't appreciate this strong a word mostly unless they've exhausted their plausible deniability entirely), and are not bound to one place as a rule.

Ship Name: the Buggerall
Colonists: 2 Consuls, 100 fully-armed Raider-Scouts, 98 Herders, 100 Farmers, 50 Craftsmen, 20 Scholars, 30 Bards, 50 Prospector-Miners, 5 Career Citizens (politicians - essentially bards of rhetoric and scholars of policy, these serve as primary advisors to the consuls), 25 Foresters, 15 Wizards (multiple specialties, low to middling skill), 5 Dedicated Healers.
Food: 3000.
Tools: Somewhat less than adequate. The Taunsfolk are not ones for particularly sophisticated technology.
Amenities: Significantly better than sparse. Very much aware of the need for finer things when in a survival situation, the Taunsfolk have made sure to provide a large amount of amenities to offset any form of so-called "space madness" as mentioned by Mayborg. Also, they really like their amenities, man.
Navigation: AdequateTM.
Insulation: AdequateTM.
Structural Integrity: Adequate.
Additional Supplies: None.
« Last Edit: February 03, 2015, 01:42:54 pm by Harry Baldman »
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Ozarck

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #4 on: February 03, 2015, 12:17:06 pm »

reserved. hello Harry, Axe, Owl.

I suggest our central wizard be named Hairy Axe Owl.

Name: Ms. Pretty Obvious, The Lady Ozarcanus
Specialty: Precision and Uncertainty. The Lady is capable of inspiring extremely high levels o precision, or comlete and total confusion, in friend and foe, in the natural elements, in information, in spacetime itself.
      This skill has many industrial and military uses, not to mention uses in litigation, choreography, roleplaying rule mediation (IC only), and cosmetic application.
Tribe: Pretty is a Class Four Stellar Babe of the Clan Charming, daughter of the Lord Handsome himself! Species: Stellar Human
Physical Description: Blonde, well porportioned, green eyes, button nose, full lips, slender, quite tall, statuesque, even
         (though she prefers not to be called statuesque, as this could be considered insensitive to Clan Statuesque)
Mental Description: Pretty is generally friendly and courteous. The Lady revels in chance, risk, and ritual. Likes clockwork for it's ticking sound, and gemstones for their sparkliness. She takes her job seriously, but herself less so.
Personal History: "Was alchemist, studied rocks" (it was a required class at Mage school).
         She has risen to prominence through heredity, personal character, and her great talent in her magical field.

Tribe Description: Pretty is a favored daughter of a Star Clan, a clan of highly advanced humanity, spread throughout the galaxy.

Ship Name: The Dazzling Bounty
Colonists: 400 Human Peasants (not recommended)
   5 lawyers (A.I - members of an Artificial intelligence race called "the Collective)
   10 managers, for the paperwork (Thorian -hulking, thick armed, thick shouldered, thick ribbed bipeds with remarkably flexible nad sensitive fingers. Slow moving, with four eyes located radially arond the head.
   25 entertainers (an assortment of species - this is a highly adaptable group, able to entertain in a variety of situations, from combat zones to childrens' parties, from Elite Noble Galas to county fair carnivals.
   50 human electronicists, for the wiring and technologizing of the compound.
   75 hydroponicists, for the wetting and nutriating of the foodstocks
   20 officers, for the orderly functioning of the ship, and the training and commanding of the military. Clan Charming
   100 Elite Forces. For working in enemy territory. recon, assassination, rescue and hostage taking, etc. (60 infantry, 15 heavy weapons, 5 demolitionists, 20 magical combatants)
   50 human magical technicians, for the establishment of basic colony magical artifices, wards, and enchantments
   5 Elite Magical Technicians, Clan Charming. For the guiding, coordinating, and training of the magical technicians, and for more comlplex spellwork of a civil engineering type.
   20 Rock Trolls for the heavy lifting
   40 Animal Husbandrists Plains Elven, For the herding of sheep and whatnot.
Food: 2400. Measured in person-months; 3000 is six months' worth of food for 500 people.
Tools: Good.
Amenities: Sparse.
Navigation: goodTM.
Insulation: AdequateTM.
Structural Integrity: Adequate.
Additional Supplies: None.

(reduced colonists and foodstocks to increase tools and navigation.)
« Last Edit: February 03, 2015, 01:20:17 pm by Ozarck »
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Detoxicated

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #5 on: February 03, 2015, 12:20:32 pm »

Name: Arivaris the Wolf of Trokken
Specialty: Mind Magic
Tribe: The Wolves of Trokken -Humans
Physical Description: A strong muscled individual with long black hair and a big beard. Wearing robes of Wolf fur and the skullcrown of the Giant Wolf, he stands 8ft tall, and has many battlescars. He usually carries his heavy iron staff, which he uses in melee combat just as often as he uses it to perform feats of magic. His voice is deep and majestic.
Mental Description: Highly intelligent, and full of intrigue, as Arivaris would use everything at hand to achieve what he wants. While he would like to pursue a more subtle way, his character often leads him to fights as he is easily angered. This is terribly annoying to Arivaris as he knows the minds and emotions of beings surrounding him almost naturally, but yet he can't cope with his own.
Personal History: Born into the Wolves of Trokken, he had to lead a life of constant physical struggle and many fights. He quickly learned to get out of such situation by deceit and reading the faces of his rivals. The Clan's Archshaman took note of him and trained him as his personal successor. Due to a prophecy he flocks out to the colonies

Tribe Description: The Wolves of Trokken are a spiritual nation of Holy Warriors, fighting for the Wolf of Eternity. In constant struggle with their enemies they developed a pride in warfare, weaponmaking and like the arts of gladiatorship. Mind Magic is practiced often amongst earth and wind magic, as they use the effects of Mind Magic to strengthen their armies.

Ship Name: Serpent of the Sky
Colonists: 80 Human farmers, 20 Hunters, 100 Human Miners, 70 Human Warriors, 20 Human Smiths, 30 Stonemasons, 50 Human Foresters, 30 Human Carpenters, 30 Human Berserkers, 3 Mind Magic Generals, 2 Human Earth Shamans, 5 Human Wind Whisperers, 20 Human Animal Trainers, 30 Human Apprentices
Food: 3000. Measured in person-months; 3000 is six months' worth of food for 500 people.
Tools: Adequate. Measures your ability to perform specialized tasks on arrival.
Amenities: Sparse. Measures your peoples' ability to not become disgruntled on arrival.
Navigation: AdequateTM. Measures your ship's ability to avoid careening into unpleasant things in the space between planes.
Insulation: AdequateTM. Measures your ship's ability to shield its passengers from the harmful effects of unfortunate things in the space between planes.
Structural Integrity: Adequate. Measures your ship's ability to not crack like an egg when something catches it wrong, between planes or on top of one.
Additional Supplies: None. Measures your ship's stash of other neat stuff.
« Last Edit: February 03, 2015, 12:50:12 pm by Detoxicated »
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Ozarck

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #6 on: February 03, 2015, 01:39:02 pm »

Additional suggestions for our Prime Wizardist:
options for Specialty
Master of SpaceTime and Energy Magics
Master of Sapient Relations
Master of Organic Manipulation
Master of Arcane Control (i.e. if our new plane is rich in arcane energy, he taps this Very Well)
Coordinator of the Many (is able to adapt to any magical / technological framework)

Personality:
Calm, Determined, Highly Self Confident, Strong Leadership skills and positive relations with his acquaintances (i.e. us). Likes cheesecake, cartoons for their absurdity, Children for their potential and natural charm, and cats. Because who doesn't like cats? (please don't answer this one violently or rudely)

Personal effects
Staff of defense (protects large area, gains bonuses for coordinated effort)
Ring of communication (good for organizing, or for playing Telephone at parties)
Elite Bodyguard units (insert number / race here)
Eye of all-seeing (no sneaky guys get the drop on him. Might also help with locating good mineral deposit regions for colonization, and finding lost car keys)
Dust of Plant Control

Anyone interested in phobias / handicaps? (maybe I'll add one or two to Pretty later, like Ritual Maintenance, Dislikes Goop, is allergic to Corn or something)

Scatterbrained (Multitasks well, but can't concentrate on a single Project for long)
Hyperfocused (the reverse of the above)
Undiplomatic (tends to struggle with the rituals, meetings, and photo-ops that keep his community on good terms with the outside world)
Party Animal (good with diplomacy, tends to bed lots of neighboring Nobles' daughters though, forgets to care for internal affairs, may have several STDs)
Addicted to Corn (Poor Pretty has a hard time eating at his banquets)

IronyOwl

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #7 on: February 03, 2015, 02:02:15 pm »

Question: How much would I need to reduce Insulation to to be able to bring an artifact or device that could sense ore deposits?
Depends on the power/hassle/utility. "Tell the amulet to find gold and then follow it" stuff would probably require scrapping it entirely; a staff that let you sense major deposits in a wide area would probably leave a token layer; a bulky scanner that required a prospecting team to haul out and operate for a while to get a reading might just knock it down a level or two.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

adwarf

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #8 on: February 03, 2015, 02:14:46 pm »

Question: How much would I need to reduce Insulation to to be able to bring an artifact or device that could sense ore deposits?
Depends on the power/hassle/utility. "Tell the amulet to find gold and then follow it" stuff would probably require scrapping it entirely; a staff that let you sense major deposits in a wide area would probably leave a token layer; a bulky scanner that required a prospecting team to haul out and operate for a while to get a reading might just knock it down a level or two.
I think something along the last suggestion would be good. A massive hulking machine that needs to be setup and ran for a while seems like my kind of ore finder anyway.
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VoidSlayer

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #9 on: February 03, 2015, 02:39:18 pm »

Name: Kee Ti Lax the Thorn Ghost
Specialty: Biomancy; control, alteration and healing of living things, opposite of necromancy.  Although it involves changing living things it is done in harmony without harming them.
Tribe: Xatoliza Empire Slaves - Kobold
Physical Description: A short, thin-limbed kobold with a long face, dark red scales and 3 small light blue horns.  Wears a simple plant robe with a hood and a satchel, standing 3 ft tall and has a long burn scar down his back and head, a reminder of his servitude he has chosen not to heal.  He has a very deep voice for a kobold due to constant talking to humans, but they tend to call his speech high pitched and rushed.
Mental Description: Chatty and social, he often asks unusual questions and offers unsolicited advise.  He has suffered much but has become slow to anger and normally acts out of cold necessity.  When transforming for combat however he often becomes a near mindless animal  filled with rage, so he is reluctant to enter combat directly.  Smart, but lacks any kind of formal education besides his experience as an infiltrator and saboteur.
Personal History: Born as a slave of the monstrous Xatoliza Empire he was forced to dig tunnels and mines to support the war against the other races.  When a tunnel breached into a large cavern he fled, finally finding his way to an underground fungal forest.  Intoxicated by spores and mushroom flesh Kee had a vision which set him on the path of Biomancy.  He sold his new skills to humans, sabotaging Xatoliza Empire bases and freeing more kobolds.  He was encouraged to settle the new plane due to not fitting into society. 

Tribe Description: Kobolds are small rat like humanoid lizards (Horned lizard twisted into the shape of a humanoid rat), often with horns.  They were created from Wyverns by the sorcerers of Xatoliza thousands of years ago as slave stock.  They are a practical group, avoiding conflict for survival and skilled at digging, hard labor and making traps.  Most rituals are private, they were forced to worship dark gods and even with freedom many still do so.  Despite this group cooperation in the face of adversity is very common.  Magical ancestry from lesser dragons leaves a few individuals with varied magical powers, though open use was punished with death by the masters, so it is still kept secret out of fear.  Part of their normal speech is above human hearing so communication can be difficult without training.

Ship Name: Home Finder
Colonists:100 Kobold Farmers, 100 Kobold Miners, 50 human smiths, 50 human craftsmen, 50 humans warriors, 50 kobold trappers, 100 human peasants
Food: 2000
Tools: Adequate + Smithing and mining
Amenities: Sparse.
Navigation: Poor.
Insulation: Good, magic wood.
Structural Integrity: Good, magic wood.
Additional Supplies: Ship is made out of living wood, capable of regeneration and acting as a starting building.



For the archmage I am thinking she should be controversial(for some reason) so was sent to the new plane in order to silence her views and that we are all her apprentices, formally or as a mentor while working with her.
« Last Edit: February 03, 2015, 02:50:51 pm by VoidSlayer »
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Harry Baldman

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #10 on: February 03, 2015, 04:03:46 pm »

I'm thinking the grand wizard should be more unknowable. Maybe the kind of wizard that orbits the planet and creates new stars in the skies (orbiting magical satellites, essentially), messes with weather patterns as she sees fit, sort of like the Archmage from 13th Age.
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Ozarck

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #11 on: February 03, 2015, 04:31:52 pm »

Kinda depends on the limits to power the GM has in mind for our glorious leader. I don't really think we should be apprentices, though - lesser colleagues instead. As for controversy, the lead has already been described as mighty and respected, so I'm not sure how far that controversy could go. Either way, Pretty is rather orthodox, and non-political, though Aristocratic, Obvious(ly).

Harry Baldman

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #12 on: February 03, 2015, 04:43:48 pm »

Kinda depends on the limits to power the GM has in mind for our glorious leader. I don't really think we should be apprentices, though - lesser colleagues instead. As for controversy, the lead has already been described as mighty and respected, so I'm not sure how far that controversy could go. Either way, Pretty is rather orthodox, and non-political, though Aristocratic, Obvious(ly).

Yeah, definitely not agreeing with apprenticeship. Lesser great wizards is just fine.
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VoidSlayer

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #13 on: February 03, 2015, 04:47:31 pm »

Sorry, I did not mean current apprentices, I mean at one time we were apprentices or mentored by the arch-mage in some form and she chose us based on that.

Though I can understand wanting a more equal relationship.

Ozarck

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Re: Masters of a New World [Recruiting! Lead a colony to ruin!]
« Reply #14 on: February 03, 2015, 05:44:53 pm »

I think the reasons that the Great Mage chose my character are Pretty Obvious.
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