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Author Topic: Counsel of Wizards  (Read 5801 times)

chubby2man

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Counsel of Wizards
« on: February 08, 2024, 05:19:09 pm »

Across the great nations of Panem, there are some that rise above the others. And these nations attract the attention of the powerful. Beings who can shape the very fabric of reality with their thoughts and more than a touch of magic.

Beings called Wizards.

Now of course, there is more to being a wizard than merely reality altering power. They MUST have a quest, a dream of impossibility that consumes them. These dreams often require a vast amount of resources and protection, which only a king or nation could provide.

And so it is known that a wizard will seek a nation, and a nation will buckle down and try to take advantage of the situation while they can, because it is better to be on the right side of a wizard than the wrong one.

Quote
Your a Wizard!
Name-
Appearance-
Speciality-  What spells does your wizard tend to cast? Examples include: Destruction, Configuration, Nature, Divination, Space. Time is an exiled option.
Now a proper wizard has a nation to serve and guide! Create a Nation!

Quote
A Nation Calls!
Name-
Description- Short description of what the nation is like, if other than human what race makes it up.
Traits- Give two words that describe this nation (Industrious, Warlike)
What problem is it facing?-Give a short description of an issue this nation is facing.
Why does it hate its neighbor- Give a reason why it hates one of its neighbors. Can be like stolen land or rival families or something.

However! This nation you create will not be the one your wizard joins! You will be assigned a random other nation, and yours will be given to someone else. Keep that in mind during creation!

And while advancing your nation's goals, you have your own goal to pursue as well. a wizard's goal is never easy. Simple, maybe, but never easy.

Spoiler: Goals (click to show/hide)

Goals will be assigned after Character Creation. We can modify your goal to suit your character better if you so desire.

Actions:
Turns will take place over a monthish. You can take actions where you do something, like Assisting your nation or delving into a ruin. However, describe what you are doing. Do not just say "I assist my nation". You can say, "I accompany a diplomatic trip to [here]" or "I support these conquests" or "I seduce and fall in love with our rival power's Queen."

You can research a spell. Spells are codified magic. They just cost time to create, usually just one turn, but more powerful spells can take 2 or more. Spells are more directed and thus more powerful than regular, unspelled casting.

You can perform rituals. You can make public rituals where everybody knows what you are doing or you can say Ritual and just tell me what you did. Some rituals require reagents, like a locke of your target's hair or a dragon's heart. Rituals can cause world changing effects, and are the most likely way for you to destroy the world.


Games ends with either the achievement of a Wizard's goals, the dissolution of all the nations, or the destruction of the world.

The secret communications and stuff will be done over discord (I never notice the Bay12 messages).Let me know if you have any questions.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

chubby2man

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Re: Counsel of Wizards
« Reply #1 on: February 08, 2024, 05:20:06 pm »

Reserved for whatever reason.

Trust

Trust is the mechanic by which you can call upon a nations resources for your own purposes, or even adjust their own goals.

You earn Trust by assisting a nation, particularly with its goals. Blessing their land, helping their people, and improving the education of their populace; those are good ways to earn a +1 Trust point. Defeating their enemies and improving the ruler's power and wealth, that is a good way to earn multiple points of Trust with a single action!

1 point of trust can get you minor resources, minor goal shifts. This could get you a company of troops or control of a small village. 3 points gets your regiments, lords pay attention to you sort of deal. 5+ points is the range you'd expect for armies to be redirected, significant resources devoted to you, that sort of deal.


Rituals, Connections, Sources, and You!

Rituals are your big workings of magic, permanently changing the world. The scope of what you can achieve is vast, but not always predictable or controllable.

A strong, successful ritual needs four things. The Magic, the Source/Sacrifice, and the Connection to the Object you are working a ritual on.

As a wizard, you have access to the flow of magic, that power which allows reshaping of the world. No more needs to be said here, you have power enough for most rituals.



The Source/Sacrifice. This refers to what you are taking a quality from, a metaphorical counterbalance to what you are trying to achieve. You are sacrificing the potential of a thing to bring about the actual. Magic always demands a price, and as a wizard it is your responsibility to find payment. Magic can be fickle in demanding a price when left to its own devices.

A life is of course a classic payment, but you should not rush to the knife at the first opportunity. A wedding band could be sacrificed to reinforce the bond between two things. A dragon's scale to grant impossible hardness. A wizard's eye to gain knowledge.

Sometimes you can use your subject as the Source, refining away “impurities”. Removing one’s fear to strengthen their resolve, would be one example.

No all rituals need a source. Offensive magic, bringing ruin and dismay, often does not need such, relying on the harmful effects of the magic itself. In such cases, however, the Connection is most important.



Connection is how you "connect" your ritual with the Object of said ritual. Physical distance is a big one, the closer you are the stronger the magic. In lieu of being physically present, having a piece or body part of the Object is valuable as well, allowing a Connection to form so that the magic might flow. A lock of hair can be used, or a favored piece of jewelry. The more Connections you layer, the easier the magic will flow.

Rituals are an art. A sometimes expensive art as well. You can expend Trust to have your allies gather reagents for you. Keep in mind the effectiveness of your ritual can depend greatly on the Sources and Connections you gather. A blessing on a kingdom would be far more effective with a king as a sacrifice than a random peasant.

And remember wizards, these are guidelines, not rules! Some rituals won’t need a Connection, and sometimes you won’t need a Source. Go with what feels symbolically good!


« Last Edit: February 12, 2024, 11:04:17 pm by chubby2man »
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Maximum Spin

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Re: Counsel of Wizards
« Reply #2 on: February 08, 2024, 05:32:48 pm »

Wizard
Name- Haukr Loptulfr
Appearance- Older than he looks, but not much. Wears a lot of grey, the wizard equivalent of being a goth. Carries a pair of magically animated guns named Myth and Swesson.
Speciality-  Mainly interested in animation, the domain of making friends, from scratch.

Nation
Name- Pergamon
Description- Known to history as the Kingdom of Birds, ironically inhabited mainly by fish. A land where magic is treated with suspicion.
Traits- Honorable, mercenary
What problem is it facing?- Most of Pergamon's buildings and infrastructure were built in some kind of precursor era, nobody understands how to maintain them, and the whole place is slowly becoming unliveable.
Why does it hate its neighbor- One of its neighbors once refused a diplomatic envoy offering alliance with an extremely insulting and lengthy letter; the Pergamonese have been nursing the grudge for generations since.
« Last Edit: February 08, 2024, 07:12:03 pm by Maximum Spin »
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Glass

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Re: Counsel of Wizards
« Reply #3 on: February 08, 2024, 05:47:55 pm »

Spoiler: Yer a wizard (click to show/hide)

Spoiler: One nation, under... (click to show/hide)
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Megam0nkey

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Re: Counsel of Wizards
« Reply #4 on: February 08, 2024, 06:03:21 pm »

Name- Myrkul Borath
Appearance- In hooded robes of red covered in golden patterns that some swear can move, he has a somewhat bushy grey beard. He looks and is rather old, but is surprisingly spry, though tends to take advantage of his wizened appearance when he can.
Specialty-  He tends to be focused on transmutation, of both creatures and objects, reshaping, changing, and mutating their forms to his whims. His philosophy is that with enough magic applied with the right rituals, you could turn an earthworm into a Bag of Gold, or other such fantastic results.


Name-The Kingdom of Riverwood
Description- A massive stretch of Forests and hills, covered by a massive river that runs between most of its major cities. Though mostly governed by humans, there is a smaller, halfling and wood elf population within.
Traits- Paranoid, Foresters
What problem is it facing?- There are rumors of strange beasts in the woods, and more and more travelers and traders are lost within it each day. The very same massive stretches of wood that they take their lumber and hunted foods from. If nothing is done about whatever creatures lurk within, the Kingdom may be doomed.
Why does it hate its neighbor- Their region is absolutely filled with trees for good lumber exports, and a rising suspicion has led them to believe that their neighbors wish to steal it by force, rather than pay their prices for it.
« Last Edit: February 08, 2024, 10:22:10 pm by Megam0nkey »
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Kashyyk

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Re: Counsel of Wizards
« Reply #5 on: February 08, 2024, 07:37:16 pm »

Spoiler: Wizard: Wavernly Wose (click to show/hide)

Spoiler: Free-States of Aagon (click to show/hide)
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Rockeater

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Re: Counsel of Wizards
« Reply #6 on: February 08, 2024, 08:10:40 pm »


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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Egan_BW

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Re: Counsel of Wizards
« Reply #7 on: February 08, 2024, 09:10:38 pm »


Name- Dame "Old Lizzy" Elizabeth Quannumstone, Esquire, the Streaks of Light and Ice, Cloudslayer, Tempestuous Pyroclast, Lady of the Seven-Pointed Flower, the Elder of Old Nolm, the Gracious
Appearance- Physically, a quite young woman, pale and shriveled with hardly any life in her, wearing a deeply unfashionable navy and maroon trimmed robe made from rough, uncomfortable material, wearing a pointy wide brimmed hat with a pattern of ducks upon it.
Specialty- Elemental Channeling


Name- Gruggunium Empire
Description- Gruggi are large, strong green creatures. Their Gruggum society is based around the city of Gruggunium, where state decisions are via a system of nearly-functional direct democracy where practically everygrug can vote or theoretically propose legislation. The greater empire administered by Gruggunium consists of client states which contribute valuable food, sheep, soldiers, and voters to the core Gruggum city.
Traits- Democratic, Muscular
What problem is it facing?- The Floofugrott plague is killing all the sheep.
Why does it hate its neighbor- Their diplomats were rude and called us stupid barbarians.

(Grug = singular grug
Gruggi = plural of grug
Gruggum = possessing gruglike qualities
Gruggunium = city of grug
Floofug = beast of floof, IE sheep)

(so mannium = city of humans, oinkug = pig, etc)
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I would starve tomorrow if I could eat the world today.

Sudurandom

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Re: Counsel of Wizards
« Reply #8 on: February 08, 2024, 09:14:55 pm »

Your a Wizard!
Name- Rita Lin
Appearance- A perky young girl fond of colourful dresses. Her long pink hair blows in a wind that isn't there.
Speciality- Space warping

A Nation Calls!
Name- Forest Guard
Description- Located at the edge of the Creeping Wood this kingdom has held back the magical forest for generations.
Traits- Desperate, Guardians
What problem is it facing?- The Creeping Wood is advancing.
Why does it hate its neighbor- They refuse to meet their ancient promise of support.
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Madman198237

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Re: Counsel of Wizards
« Reply #9 on: February 08, 2024, 10:12:15 pm »

Spoiler: Wizard (click to show/hide)

Spoiler: Nation (click to show/hide)
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

BlackPaladin99

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Re: Counsel of Wizards
« Reply #10 on: February 09, 2024, 11:43:06 am »

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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Strongpoint

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Re: Counsel of Wizards
« Reply #11 on: February 09, 2024, 07:15:25 pm »

Spoiler: Wizard (click to show/hide)

Spoiler: Nation (click to show/hide)
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No boom today. Boom tomorrow. There's always a boom tomorrow. Boom!!! Sooner or later.

a1s

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Re: Counsel of Wizards
« Reply #12 on: February 09, 2024, 07:23:09 pm »

Spoiler: Wizard (sorceress?) (click to show/hide)

Spoiler: Nation (click to show/hide)
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Crystalizedmire

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Re: Counsel of Wizards
« Reply #13 on: February 09, 2024, 08:04:28 pm »

Quote from: You're a Wizard
Name- Fariler
Appearance- A short women wearing a cloak. Upon close inspection, her long hair seems to be a really deep purple and her green eyes faintly glow
Speciality-  Illusion
Quote from: A Nation calls
Name- Sifeewan
Description- A nation composed of humanoid birds living high above the sky using magic to sustain their building's height.
Traits- Warlike, Magical
What problem is it facing?- Sifeewan is running out of magic rocks that support the city infrastructure.
Why does it hate its neighbor- Hates their neighbor for stealing some of the magic rocks.
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she/her

Quarque

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Re: Counsel of Wizards
« Reply #14 on: February 09, 2024, 08:57:59 pm »

Spoiler: Wizard (click to show/hide)

« Last Edit: February 09, 2024, 09:01:34 pm by Quarque »
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