Looking for the Main Thread?Wands Race 2: Kingdom of Kolubaria Thread █████
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Deep in the Kolubaria military headquarters, a clerk walks down the hall in one of the dustier wings of the building. He stops outside the door to an old conference room, to which a paper sign with the words "624th Mage Support Alpha Company HQ"
has been hastily tacked on. He pushes his way past the stiff door and the hinges squawk with protest. Inside is cramped and jam-packed with people, all of whom seem to be arguing over one thing or another. Type writers clack in the background, and the smoke of a dozen cheap cigars lays a hazy fog over the room. In the back of the room Captain Lanner, commander of the 624th Kolubaria Mage Support Alpha Company, is frantically flipping through a stack of papers while jammed up next to the coffeemaker. A crow by the name of Benjamin caws loudly and stares inquisitively at the Colonel from atop the bubbling machine.
Your Support Alpha Company is small, underfunded, and understaffed. It was only after the ”Magical Applications Guild InC”
(a Mage society focused on the applications of magic in every-day life) pointed out that Abbraccio was creating an experimental military Support Company of magic-users did the Kolubaria government cave and form one of their own. Formed mostly of people from that exact same guild, the 624th Kolubaria Mage Support Alpha Company now enjoys the benefit of being paid to research magic instead of relying on rapidly diminishing membership dues. In a world where magic has fallen to the wayside, things are finally looking up for magic users!
The clerk settles down in an available chair, feeds a sheet of paper into a nearby type writer, and gets to work.Welcome to Kolubaria! You've joined the most glorious of the nation’s bordering the Adriatic Sea; although we've only stood for a mere 55 years (hardly any time at all by European standards) we've developed into a force to be reckoned with. Soon we will destroy the treacherous Abbraccian filth to the west - did you know their soldiers braid their hair like little girls? Pathetic weaklings, each and every one of them. Here you will help design spells and equipment to build the fledgling company into the most powerful military force this side of Europe! Bring the might of magic to bear on our enemies, and crush them!
Kolubaria in aeternum!
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You are a member of
Kolubaria. The capitol is
Ljubljana, located in a basin just north of the Dinaric Alps.
The country was created as part of the resolution of the
Franco-Austrian War of 1859.
You are allied with
Austria-Hungary, despite their pressure to
Assimilate.
Your citizenry consists largely of people of
Austrian descent, though a large minority is of
Serbian descent.
Your country is
Proud and
Militaristic, with a healthy respect for
Tradition.
Your
Army is well-trained for mountain combat and relies heavily on
Artillery.
Your
Navy is less powerful than Abbraccio's.
The fleet is mostly
Destroyers, with one
Light Cruiser at Trieste and another under construction at
Rijeka.
Each company, battalion, regiment, and division of your Armed Forces has a
Mascot, who is the "commanding officer".
Your uniforms generally consist of Gray, Maroon, and
High Collars.
Your citizens are
Objectively Superior to the citizens of
Abbraccio.
King Leonhard Meusburger - King of Kolubaria.
General Konstantin von Weingartner - Commander of Kolubaria ground forces.
Admiral Anton von Waismann - Commander of Kolubaria naval forces.
Captain Florian Lanner - Commander of Kolubaria Mage Support Alpha Company. Recently promoted and given command due to his natural magical talent.
Major Benjamin - A crow. Mascot of the Kolubaria Mage Support Alpha Company.
Army: Poor. "Why are we funding these simps? Mages would be better suited as Army infantrymen - at least that way they'll be contributing to the war effort, if only barely." -General Weingartner
Navy: Poor. "This war will be determined by sea. Every forint spent on fairy-tale wizards is one less forint spent on artillery shells. What, do they expect to swim to Venice?" -Admiral Waismann
Political: Uncertain. "I doubt they'll do much, but we had a free conference room we could stuff them in. I just hope they don't burn the building down..." -King Meusburger
Public: Ambivalent. "Magic? Like in the fairy tales?" -Random Citizen
Sorceries
Clear Sight: A spell developed by old mages with poor eyesight. Created by preparing a bowl of spring water, which is then stirred with the Mages wand of choice while casting. The Mage then dips their face into the bowl and opens their eyes. The water adheres to the pupil, forming a lens to correct the refraction of light into the back of the eye. Sorcery is good for 16 hours of use unless refreshed. May require practice. It is advised not to rub your eyes when in use. [Rookie] [1]
Evocations
Palm of Light: Imaginatively named, this Evocation causes the palms of a Mages hands to glow. Light feeds directly off the users Mana pool, but the draw is negligible at low intensities. Mana is channeled through the use of a hand sign (open palm, fingers together). Extended use may cause tingles in the palm region. Light at high intensities can cause first degree burns on the palms. [Rookie]
Enchantments
Dr. Baeder’s ‘Never Lost’ Compass: From a short-lived attempt to commercialize magical items, Dr. Baeder’s ‘Never Lost’ Compass is a standard 2” compass featuring N, S, E, and W on the face, along with a freely swinging needle. A button on the top will lock the current location to the compass, causing the needle to point towards it. It was later revealed that the user must be a Mage for the button to work, resulting in abysmal sales. A complex system of circles and lines on the back hold the imbued Mana, and pressing the button causes the target circle to shift and lock the current location. Replenishes itself naturally when attached to a Mage, but will only run for an hour by itself. [Rookie] [4]
Magical Equipment
GDMC Mk. 3b: A General Directive Magic Computator, Mk. 3, version b. A little larger than an open hand, and physically resembles a pocketwatch. The internals feature a revolving metal disk engraved with a spider web, which is powered by a wound spring. A GDMC is a method of efficiently directing a Mage’s magic into Sorceries and reducing the amount of Mana required to perform a spell; essentially a general-purpose spell circle. The device functions a bit like a funnel, helping capture unfocused magical energy from a Mage. Allows a Mage to more easily cast two spells at once by off-loading some of the focus required. Expensive, delicate, and time-consuming to produce, each GDMC is hand-crafted and Enchanted by skilled non-combat Mages, intermixing the magical and mechanical. This better allows a Mage to focus his Mana through a well-understood means and redirect it into a secondary means of spell direction, such as a wand or circle. Enchantments must be maintained daily. [10]
Wooden Wand: Carved from broom handles, fence posts, and any other scrap of wood that can be found. Used to assist in Direction during spell-casting, allowing the user to more efficiently spend their Mana and apply their Will. Generally engraved with lines and symbols by the user. Used for casting low-level Sorceries, with a penalty to effectiveness. Generally, a wand should be specialized to whatever spell is being cast, but this works in a pinch. [0]
Mundane Weapons
Weisz-Vaszary Model 95: A modern bolt-action rifle, taking advantage of new smokeless powder cartridges. Proudly produced by brave factory workers in the homeland. The Weisz-Vaszary is the standard weapon for our infantry in the field, who will all point out that a rifle round will kill a man dead just as surely as a fireball. Long, heavy, and chambered for 8 mm rounds fed out of an internal 5-round box. The body is made of hardwood, and the rifled barrel is fitted with lugs for bayonets. Prone to rust despite proper care, and accuracy tends to decrease noticeably over the rifle’s lifetime. [5]
Makovecz 8mm: Standard-issue sidearm. Redeeming qualities are cheap cost and compact size. Comes with a seven round magazine and a safety that works most of the time, although the mechanisms are prone to wearing out and causing misfires. Short range. [1]
Misc
Mage Uniform ’14: Standard mass-produced infantry uniform, adapted for mages. Durable and warm, but made from itchy wool. Gray trousers and jacket with a sharp-looking collar go over top, with faded red vest and pale shirt underneath. Boots mix together leather and canvas to stay cheap. Supplies are kept in a satchel that hangs down by the hip, leaving the other hip free for a sidearm. A floppy old-fashioned wizard's hat adds an additional foot and a half of height, though it tends to slip and block the wearer's vision. Does not protect against bullets or shrapnel. [0]
Budget: 20
Mage Unit 1 | Rookie | -No Load Out- | -No Deployments-
Mage Unit 2 | Rookie | -No Load Out- | -No Deployments-
Mage Unit 3 | Rookie | -No Load Out- | -No Deployments-
Before we start, we will have four turns to draft designs, work revisions, and create load outs.
Additionally, your Mage Units are currently named "Mage Unit 1-3". In order to improve morale, it would be a good idea to give them cooler call-signs.
Lastly, you'll need to pick which bonus you want your side to start with. Pick carefully, as you can't change it later!
Unpaid Interns: Accelerating and rushing progress on a design results in a +1 bonus to your rolls, but there will be a separate 1d6 roll with a 1/6 chance to add a Minor Bug for each.
Noble Mages: Due to benefactors with an interest in magic, your Budget will be 5% higher than normal.
Connections: Requesting equipment from the Army, Navy, and civilian sector is a bit easier.
Design Review: Rushed projects will incur Minor Bugs on a 5, rather than a Major Bug.