Ikrul is a peaceful, prosperous realm.
It's many city states and minor nations have grown wealthy under the benevolent rule of the Church of the Grand Redeemer, who obliterated the forces of evil (and everyone else who opposed them) in a series of Crusaders hundreds of years ago. Since then, the Church has carefully managed the continent, keeping any one nation from being capable or willing to oppose them. Few have tried, and those that did were ruthlessly purged as evil by the Church's armies and it's various groups of near legendary heroes.
In other times, the church's armies and it's group of heroes explore the wasteland and the hubwards mountains, searching for evil to purge, or magical secrets or artifacts to understand (and if needed purify). In living memory, this constant watch has purged all threats to the civilized lands, keeping them safe from any budding evil.
But strange times are approaching. The Constellations are moving in strange positions. The Sun, though steadfast in it's usual position in the sky, seems to be shining fainter than it once used. The days are growing shorter, while the nights are growing longer and somehow, more menacing. The flows of magic, once slow and regular, now grow turbulent and chaotic. Deep in the monastries of the church, ancient books are consulted, vague texts telling of the coming of a Dark age, where great evil rules. In an unprecedented move, the church recalls it's armies and heroes to it's heartland to maintain order, and investigate this phenomenon.
On the fringe, now free from persecution, Evil rises.
IntroductionYou're an evil villain, trying to take over the world or something else nefarious. Primarily, this is done by researching magical stuff, upgrading a base and sending your minions to spread chaos and steal stuff across the world.
Actions are done one a week by week basis. You can take as many different actions as you want, but each minion can only work on 1 action at a time. Success or failure will be defined by the rolls.
Name:
Archetype:
Race: (Note: in the beginning, all minions will be of your race. I may add a trait or two)
Infamy: 0
Gold: 5000
Resources: 100
Magic : 2
Minions: (5/5)
Base:
Description: (Base shape, and it's location, both are important.)
Traits: (You can invest a sum of your money (multiple of 1000) to get some interesting traits)
Though you can create your character yourself, it will follow a certain archetype. You can suggest your own archetype, but most likely, you'll follow an archetype from below.
Monster
You are a powerful combat threat, and can participate personally in combat missions. However, doing that will attract attention
Unique trait(Choose one) : This is not my final form : Through the accumulation of wealth, resources or magic, you can become stronger than you ever were.
Terrifying Presence : Your presence is so terrifying, it forces your enemies to reconsider their actions upon encountering you. Some may even flee.
Start with 150 %resources, normal magic and normal Gold
Start with 1 military minion and 4 regulars
Wizard
You are a mighty wizard, capable of great magical insights.
Unique trait(Choose one) : Master of the magical and Mundane : Provide a strong bonus to plotting
Arch-wizard : Provide a bonus to magical research
Start with normal resources, 150% magic and normal Gold
Start with 1 knowledge minion and 4 regulars
Merchant
You are a wealthy merchant, who knows the corrupting power of gold.
Unique trait(Choose one) :
- Wealthy Business : Start with 250% Gold, receive occasional gold
- Eye for Gold : Increase Gold gained from nefarious activities
Start with normal resources,magic and 150% Gold
Start with 1 social minion and 4 regulars
Overlord
You are an Overlord, well adjusted to managing your evil little empire
- Cult of Personality : Can exceed maximum minion cap, but at increasing risk of desertion
- Undying Loyality : Your minions will almost never spill secrets when captured
Unique trait(Choose one) :
Start with 125%resources,normal magic and 125%Gold
Start with 5 regulars
Fallen Hero
You are a fallen hero, having rejected the Church of the Redeemer (or other good guy organisation) for your own evil purposes.
Unique trait(Choose one) :
- Forbidden Artefact : Lowers resources and gold to 50%. Start with a special artefact
- Heroic Reputation : You can not easily be attacked by the forces of Good, for they do not wish to acknowledge your fall
Start with 125%resources,normal magic and 125%Gold
Start with 5 regulars
Your Lair. The place where you lurk in all your evilness, and from which you unleash your evil upon the world. Typically, a starting lair is rather bare, with little furnishing or improvements made. Don't worry, you can improve upon it easily.
If needed or wanted, you can evacuate your base, but that is not an operation that should be considered lightly.
A list of possible base upgrades will be posted in the next turn
Research is primarily magical in nature, though even mundane things can be done. The following research topics are available
-Life and Death
-Life (Healing, but also things like mindcontrol)
-Death(Everything from necromancy to talking to death)
-Animation (Giving life to the lifeless)
-The manipulation of space
-Moving of objects (Teleportation, magical gates, telekenisis)
-Summoning ( The summoning of living creatures)
-Conjuring (The summoning of materials both mundane and magical)
- The manipulation of the elements
-Weather manipulation
-Manipulation of the four elements
-Manipulation of forces
- The forces of Alchemy
- Potions
- Transmutation
- Transformation
-Engineering
- Mundane engineering (walls,towers...)
- Magical engineering (Interesting stuff here)
- Warfare engineering
Your minions. The little nameless people you throw at problems to solve them. Broadly speaking, minions come in 3 categories, that being military, social and knowledge.
Military minions are well suited to combat. They're great at causing general mayhem, stealing stuff, and defending the base.
Social minions are focus on more subtle things. They're great at infiltration, lowering your profile, and recruiting others.
Knowledge minions focus on knowledge and it's application. They're great at plotting, expanding your base and researching.