Dolusil. A continent steeped in magic from the cold Northern Mountains to the fertile riverlands in the South. A continent teeming with live of all sorts, magical and mundane. Many nations have arisen upon it. Some have called themselves mighty, and a precious few could call themselves Empires. But no nation ever succeeded in establishing it's dominance.
Dolusil remains as fragmented as it ever was, with constant brushfire wars and rampant. In the North, the mages fight among themselves, organizing only when faced with grave external threat. In the South, a patchwork of hundred Kingdoms divide the riverlands between themselves. Whether it's in the forests of the east, the stormwrecked coasts of the West, or any other place upon the continent, there's no unified empire.
A target ripe for the taking then. An evil has sensed opportunity, and is preparing to move.
You are it's inner circle, it's most trusted confidants. You are the generals, the governors, the archmages and coinkeepers. Each of you will manage one part of the Empire, gaining trust, undercutting your fellow council members, and furthering the cause of the empire. It will not be an easy journey, treachery will be present at every point. You will be resisted by sword and spell, and even your powers may turn against. The darker arts are powerfull, but none say they are trustworthy.
What the description says it is.
A semi-competitive game, where each of you is one of an evil's villains most trusted commanders. You must leverage your resources to further the empire, gain more power and influence, and above all, ensure that you're not killed. Certainly, people both inside the empire and outside it will come after you.
I intend, for the moment, to keep the game quite simple.
Each player has a character.That character represents them. If they get themselves killed, they may be out of the game. The character has 5 stats, resembling their basic competencies in an extremely broad manner. Various abilities provide specific changes. The stats are as follows:
Martial : The art of fighting in war and in person.
Intrigue : The art of manipulating events from the shadow
Stewardship : The art of dealing with the power of coin
Magic : The art of dealing with the esoteric arts
Diplomacy : The art of manipulating others to do ones bidding
Characters, and especially their interactions, will operate largely on narrative. Don't expect to roll a few dice to backstab your friends, you'll have to come up with a real plan. To use in those plans however, you have various things. Aside from your stores of gold, you have Holdings, armies and assets.
Gold For simplicities sake, golden coins are used as an abstract resource for most purposes. Coins can be looted, stolen, extracted or gathered in numerous ways, and spend in just as many.
Holdings : Holdings are positions of land and material, that can provide you with wealth and other resources. Cities, villages and other land you conquer will be your most prominent assets. Assets do not provide a consistent income. Rather, during your turn you will need to send out forces to gather anything you want from assets nominally under your control.
Armies: The military forces and mobile assets under your control. Used to fight battle, plunder and forage income, and maintain order among your subjects. What armies you can recruit will vary depending on your situation, ranging from human conscripts to various Monsters.
Agents: Agents are characters. Spies, mages, defectors. Far less versatile than a character, they're still powerfull, and quite disposable.
Dolusil is a continent with a varied population of many fantasy races. Magic is powerful, but largely untamed and dangerous to use. Technologically, the various nations find themselves somewhere in the middle ages, before the invention of gunpowder. Sword, spear and cavalry dominate the battlefield, as long as no mages or monsters are present.
Trade is done in golden coin or wares, cities are protected by tall walls, and villagers huddle in their huts from the dangers outside. Farming remains the dominant occupation for the vast majority of the populations, though there are plenty of craftsmen in each villages and in the big cities.
Name :
Description :
Introduction : A short text which should allow the GM to analyze your specific traits, stats and initial assets. Make certain that your character is actual someone or something you'd expect to fight for an evil overlord.
Empire : This voting section concerns what empire you'll fight for.
Name :
Name of evil :
Select Aspect : FORCE | CUNNING | MAGIC | WEALTH| CHARM | MONSTROUS (All these aspects are combined, each player choosing one)