First Steps: Years 1 - 9
The noble families moved quickly to capitalise on the time they had. Almost all spent at least some of their time, serving the kingdom. Roads were built by mysterious beings of rock and earth, the monsters in the night seemed to be afraid and harvests were more bountiful than even the good weather would suggest.
This communal spirit was compounded on completion of Count Tridian and Lewis Lumiere's Fort Knot
*. Guarding the seal, this imposing (if small), construction has plentiful space for the mages to live and complete their research, if the need arose. It was here that the first magical tuition took place, and it was quickly decided that the solid stone construction was well planned, when a miscast spell left a blackened stain on the fresh masonry.
Nine years after the birth of magic, Leotherm could announce news of his own. His wife had given birth to a daughter. The first to have the gift of magic, from birth. She suggests that the child be called Arrieta, but it is up to Leotherm to make the final decision.
---
Finally, the day the Seal spoke of arrived and with it, a messenger from the border towers to the East. The hill men, all barbarians and lunatics according to any of the courtiers you'd listen to, have once again got bored of goat farming and have started pillaging their way across the Kingdom in the general direction of the Capitol, and the Seal. The army is already being mobilized and are planning on meeting them in the low-country, approximately halfway to the border. The king tells any Archmage who feels they can contribute should march with the army and assist in the coming battle.
Each player must now choose. Do you heed the call? Staying at home guarantees your safety, but you may risk the stability of the Kingdom and the Seal. If you do choose to go, which spells do you put in your spell slots, and how will you assist the army?
---
New Mechanic Unlocked:
Dynasty Resources - You are more than just magic users. You can own property, produce items and acquire servants during play
New Resource Unlocked:
Wealth - Counting coins is beneath you. This represents your overall income after expenses. The higher the value, the more extravagant a lifestyle you can lead and the more powerful the assets you can maintain
New Resource Unlocked:
Favour - A general measure of public approval, political contacts and personal debts to your family. Gained by assisting during crises and spent when appropriate
New Stat Unlocked:
Might - A measure of your strength, endurance and skill at arms
Stat Renamed:
Power to
MentalThe
Glossary has been updated
Resources
Wealth: 10
Favour: 10
Assets
Noble Lands (+10 Wealth)
Archmage Leotherm
Male
Age: 29
Mental: 4 +2 (0/4xp)
Might: 1
Spells
Summon Earth Elemental (3)
Spirit Wall (3)
Baby Arrieta
Female
Age: 0
Resources
Wealth: 7
Favour: 10
Assets
Noble Lands (+10 Wealth)
Retainers
1 Light Infantry Unit (-1 Wealth)
1 Medium Infantry Unit (-2 Wealth)
Archmage Hera
Female
Age: 29
Mental: 3 +2 (0/3xp)
Might: 2 (0/2xp)
Spells
Regeneration (4)
Rains of Life (3)
Healing Touch (1)
Resources
Wealth: 10
Favour: 10
Assets
Noble Lands (+10 Wealth)
Archmage Antonius
Male
Age: 29
Mental: 2 +2 (1/2xp)
Might: 1
Spells
Conjure Barrier (3)
Spirit Wall (3)
Summon Earth Elemental (3)
Long Lasting Wall (2)
Resources
Wealth: 10
Favour: 10
Assets
Noble Lands (+10 Wealth)
Archmage Raelius
Male
Age: 29
Mental: 3 +2 (0/3xp)
Might: 1
Spells
Conjure Barrier (3)
Void Scry (3)
Void Knife (3)
Proto-Projection (1)
Resources
Wealth: 10
Favour: 10
Assets
Noble Lands (+10 Wealth)
Archmage Sara
Female
Age: 24.1
Mental: 3 +2 (0/3xp)
Might: 2 (0/2xp)
Spells
Vampirism (5)
Vampirism, Lesser (3)
Resources
Wealth: 10
Favour: 10
Assets
Noble Lands (+10 Wealth)
Archmage Lewis
Male
Age: 29
Mental: 4 +2 (0/4xp)
Might: 1
Spells
Conjure Barrier (3)
Laser Beam (3)
Resources
Wealth: 10
Favour: 10
Assets
Noble Lands (+10 Wealth)
Archmage Tridian
Male
Age: 29
Power: 1 +2
Spells
Caster's Circle (3)
Conjure Barrier (3)