In the year 100 the Goddess permitted Xykar, the Angel of Man, to enter the world so that he may usher in a new era. Xykar reached down into the world and smote the Lyrozan the Mad, king of Aerowell. Thus ending the Age of Tyranny that had descended upon the kingdom in a time before time. However, Xykar knew that this was not enough. Unless he took action, another tyrant would surely arise to replace the last. Thus he blessed the six noble houses of Aerowell with the ability to control magic and the Magitocracy of Aerowell came into existance...The Magitocracy of Aerowell is a game of magic and politics. A new era is beginning in the fair land of Aerowell and you are at the center of it. Each player will play as the lord of their noble house, a mage and a ruler by divine right. With wisdom, cunning, and care the six noble houses will guide Aerowell into the future.
The PhasesEach turn is broken into an Info-phase, Council-phase, and Action-phase. During the info-phase each player will receive a PM that gives them information concerning their particular house, their player, and any events that specifically effect them. Armed with this information you will enter the action phase. During this phase players will meet at the Council of Mages in order to discuss pertinent events and decide on a course of action for the country to take. In other words, government. There will be debate, voting, rules, and whatnot, all decided by the players themselves. Finally I'll post a results phase, which will be the results of the actions you decided to take. Furthermore you will be able to take personal or house-wide actions during this time.
The ActionsThere are two times per turn that you can take an action:
The first is at the council, where you shall vote, discuss, and be the leaders of Aerowell.
The second is during the action phase. During this phase you may take an action as your character. This may be to meet a foreign dignitary, or personally address an issue not addressed by the council, or to research your magic further, really it can be anything that your character is capable of doing. Furthermore other members of your household may take actions during this turn, some of which you may be able to influence or direct. Each turn lasts one year unless otherwise stated.
The MagicYou are a mage, one of the first of your kind. You have the ability to control magic, an incredibly rare and powerful gift, given to directly to you by the angel who created mankind. While this is great and all, you have very little idea how to use it. Magic takes decades to master, and tons of research and training.
You are by no means a master, you are a novice. But research and training are key. Discovering new or powerful magics will give you an advantage over the other houses. Furthermore any magic discovered by you can be quickly learned by other members of your household.
Magic itself is slow and methodical. It takes ritual, preparation, and reagents. It is not a simple process, but its effects can be worthwhile. It will take years (turns) of research to discover new spells, but knowing even one good spell is enough to make a large difference in this world. Some spells will require ingredients. More often than not, you or a member of your house will have to collect these during an action phase.
The Currency, Taxation, and HappinessThe council as a whole guides the country by creating policy, dealing with international affairs, solving domestic issues, and all that good governmental stuff. However, each house is in charge of a segment of the population in their area. This is your domain, the area of the country that you and your house are stewards for. And the people in this area not only pay taxes to the Council, but to you as their lord/lady as well. In exchange they will often make requests, demands, and pleas to you to solve their issues. Doing so will increase their happiness, not doing so will decrease it. Unhappy peasants will sometimes skip paying taxes, or may even turn to violence if they are extremely angry.
Character SheetCharacter Name: (First and last, middle and surname optional)
Physical Description:
Genetic traits: (Mages have dominant genetics. List some genetic features, like hair and eye color or body type, that typify your bloodline. They do not have to be natural colors.
Nobility Traits: (See spoiler)
Magic Start: (See spoiler)
Holdings: (Only fill out if you got extra from traits.)
Select two of the following traits:
Population Dense: 20% more people in your dominion.
Castle Keeper: Begin the game with a castle instead of a manor. (Castles are larger, easier to defend, more secure and more impressive).
Interesting Interest: Gain 5% of your current currency each turn.
Military Mastermind: You and your units do 10% more damage.
Merchant Prince: Once per turn a single unit under your command may gain an additional 10% profit on an economic transaction.
Double or Nothing: Once per turn a single ingredient may be duplicated. Has a 1/5 chance of failing and destroying the reagent.
Constant Study: If your character researches a spell without stopping, the research is automatically completed after it is 80% or more complete. (Council meetings don't count against this)
Fertile: Your character has a significantly increased chance of having twins and triplets.
Industrious: Buildings take 20% less time to construct.
Guards Galor: Start with a guard unit.
Merchant Penchant: Start with a Merchant unit.
Speak Softly...: Start with a diplomat unit.
...And Carry a Big Stick: Start with a soldier unit.
Married: Start with a husband/wife.
Who's Your Daddy?: Start with a son/daughter. (If you aren't married, they will count as an illegitimate child.)
Blood Sacrifice: Your character may sacrifice a year off their life in order to forward research by a year.
Other: If there is a particular trait you think will make a good addition to this list, let me know.
Selected a primary and a secondary magic from the following:
Elementalist Magic: Control of the elements in general. Wind, water. fire, earth, lightning, ice, ect. ect. (Note: you can specialize in one or two specific elements, or elements in general)
Necromancy: The control of undead bodies. Bodies are meant to hold souls, but after the soul leaves, the wiring is all still there. Necromancy hotwires the corpse and controls it. Note: Its not received well by peasants.
Binding Magic: The magic of magically capturing and controlling other beings.
Umbramancy: The manipulation of shadows and darkness via magic.
Healing Magic: The magic of healing wounds, curing ailments, and defeating disease.
Animancy: The magic of animating magical constructs. This can be combined with other schools in order to construct special automotons.
Demomancy: The magic of summoning and controlling demons. Note: Not well received by peasants.
Hemomancy: The magic of controlling blood. Not well received.
Lumomancy: The magic of manipulation of light.
Chloramancy: Magic that involves the manipulation of plants.
If there is an additional school of magic you'd like, please let me know.