PreSLNES I: Masters of Ethereal

I cannot see it either.
 
Probably you just needed to refresh the page in order to display the image Starlife. I know that happens sometimes, though I don't know why.

Erez's link works BTW (quote the post and copy the URL). It's quite a creative take on a centaur and quite scary.
 
aion-snow-centaur-male.jpg


There is erez's image.

I can see the map now, actually.
 
Lord Arthurdin / Thomas.berubeg
Race: Dwarf
Citadel: Hadhodrond
Government: Monarchy
Spellbook:
Spoiler :

Temporal Shift
Curse
0-100 kilometers from kingdom borders (30)
Small Burst (100)
Weak (50)
sustainable
Developed during the long travels of Lord Arthurdin, This spell is a predominantly offensive one in it's effect: it creates a relatively small bubble of time, trapping whatever is within that sphere (be it people or objects) and changing the way they exist in time, for the duration they are within the bubble. As the spell is very unrefined, the precise effect within the bubble is unpredictable, but has, in the past, done anything from freezing time completely to ageing whatever is in the bubble a thousand years to even run time backwards.


Mana (per turn / crystals): 100
Gold (per turn / coffers): 200
Castles:
Cities:
Towns:
Units:

Spoiler Lost Dwarves :

Unit size: 100
Quality: Elite (16)
2 Axes: (0)
Plate armor: (4)
Cost: 20 - 10
The Lost Dwarves are Dwarves who have chosen to give their entire lives to the Service of the Kingdom: Before beginning training, they subject themselves to arcane magics which wipe them of all memory, and so they know nothing but thier training and utter loyalty to their brethren in arms and the Kingdom.


Spoiler Wings of Memory :

unit size: 100
Quality: Elite (16)
Crossbow (12)
Plate (4)
Flying Combatant (32)
Cost: 64 -32
The Great Eagles of the Mountains have for long eons been allies of the Dwarves, and nowhere is this more apparent than in the regiments of the Wings of Memory: Armor Plated Eagle Riding, Crossbow wielding, Utterly Loyal, Dwarves.


Spoiler Fading Shadows :

Unit size: 10
Quality: Elite (16)
2 Daggers (0)
Leather armor (2)
Magic: Weak (8/8)
Cost: 24/8 - 12/4
Tradition states the Dwarves are loud and unsubtle creatures, but, nowhere is this more disproved than in the Fadeing Shadows in the Service of Lord Arthurdin. These dwarves are trained from a young age to be as secretive and quiet as possible, and have become legendary at the tasks of assassination and intelligence gathering. To supplement their innate skill, they possess minor magics: able to render themselves nearly invisible, or wipe the last few minutes from the memory of an unwary guard.




OK, I think I did that right. :p
 
Hey thomas. Looks very interesting. A couple things:

1. It is really helpful for me if you put the total price of the unit cost and then also the maintenance price next to it. Same goes for your spell in mana (and for your unit that uses mana, please note total mana: 8, upkeep: 4 or something).

2. You only get to design 3 unique units at the beginning of the game. The reason other players have 4, is because they are including the default unit for their race (Dwarven Heavy Axemen, in the case of Dwarves). - which you might also want to include in your listing.
 
I am guessing OP = over-powered?

I think you should make it temporary memory loss. Not permanent. Like just enough to cause confusion.

Other than that, it seems fine to me.

Remember that spells can't really be "overpowered" because I am the one who ultimately decides if they work, how well the work, who they are effecting, and so on.
 
I am guessing OP = over-powered?

I think you should make it temporary memory loss. Not permanent. Like just enough to cause confusion.

Other than that, it seems fine to me.

Remember that spells can't really be "overpowered" because I am the one who ultimately decides if they work, how well the work, who they are effecting, and so on.

Could I keep it as permanent if I raised it a power level? (I'm also wanting to keep it permanent because it's an integral part, on a much smaller scale, for the Lost Dwarves)
 
First of all:

1. You say your spell is Refined, but it is actually Wondrous (200).

2. You need to tell me what the type of spell is. That is a Curse. Under the spell name please designate it as a Curse (or perhaps Damage, as I will describe below).

3. Also please designate whether or not it is sustainable - at this point it seems it is not, because you didn't say whether or not it is sustainable.

As for your spell. Look, you can make it as powerful as you want in the description, but when it comes down to it, the Power Level of your spell will deliver its effectiveness. You have a permanent memory loss spell at Wondrous power. That sort of spell, if it hit a unit of 100 men, might make 5-20 of those men to flee for their lives, not knowing where they came from. So to that effect, it is like a damage spell - because those men cannot come back to the unit, not having their memory at all. If you want the spell to be more effective, you can raise the power level.

5-20 men, especially at a Small Burst, is not a lot for a spell that costs that much mana. If you want to do this spell for story purposes, or fluff, then it is extremely interesting. It's practical application is limited, though - except perhaps for some situations in which you could make a clever use out of it.

But perhaps this spell, you might find, might be a bit tricky as your first reliable spell. It is very specialized and it does have a hefty description, meaning that it's effectiveness overall might suffer.

Remember, I won't limit anyone here in terms of creativity. But keep in mind the cost, logistics, and potential risks of having a spell that is described to be so powerful.
 
First of all:

1. You say your spell is Refined, but it is actually Wondrous (200).

2. You need to tell me what the type of spell is. That is a Curse. Under the spell name please designate it as a Curse (or perhaps Damage, as I will describe below).

3. Also please designate whether or not it is sustainable - at this point it seems it is not, because you didn't say whether or not it is sustainable.

As for your spell. Look, you can make it as powerful as you want in the description, but when it comes down to it, the Power Level of your spell will deliver its effectiveness. You have a permanent memory loss spell at Wondrous power. That sort of spell, if it hit a unit of 100 men, might make 5-20 of those men to flee for their lives, not knowing where they came from. So to that effect, it is like a damage spell - because those men cannot come back to the unit, not having their memory at all. If you want the spell to be more effective, you can raise the power level.

5-20 men, especially at a Small Burst, is not a lot for a spell that costs that much mana. If you want to do this spell for story purposes, or fluff, then it is extremely interesting. It's practical application is limited, though - except perhaps for some situations in which you could make a clever use out of it.

But perhaps this spell, you might find, might be a bit tricky as your first reliable spell. It is very specialized and it does have a hefty description, meaning that it's effectiveness overall might suffer.

Remember, I won't limit anyone here in terms of creativity. But keep in mind the cost, logistics, and potential risks of having a spell that is described to be so powerful.

I meant wonderous ;)

I'll make it larger scale, then... I thought small burst would be able to affect, say, a settlement, or a regiment as a whole. (I've thought of a number of uses, offensive, defensive, explorational, Secret Police, for this spell, so I'd rather keep it.)
 
Well, originally I was thinking DE necromancer with hordes of undead and a few other magic units. However, the idea of capturing and holding towns and cities seems out of character for that style, and with no starting income my planned play style seems not feasable.

Now, probably think of something else.
 
Well, originally I was thinking DE necromancer with hordes of undead and a few other magic units. However, the idea of capturing and holding towns and cities seems out of character for that style, and with no starting income my planned play style seems not feasable.

Now, probably think of something else.

Players don't have a starting gold income, but they do begin with 20,000 followers, which they are to settle and create/found their own city somewhere on the map, away from the Citadel. Once you found that first city, that will be 80 gold per turn to start.

As for mana income, which seems like you would want more if you were a necromancer-type of Wizard - that comes through mana centers. I won't show those on the map before claims, but once the game starts, you will have mana income (actually your Citadel generates 50 per turn, and then there will inevitably be centers around your settlement and Citadel as well which will generate mana).

Capturing and holding towns: You could play it as if you are oppressors of those areas. I mean make it so your troops are undead and everything, but your actual followers/acolytes are Dark Elves, so they can conduct politics and the more gentle side of capturing areas. While your armies can pillage and plunder.

You can roleplay it in many ways in that respect. You could say that any units trained from other racial cities are being forced to fight for you or something. Like slaves.

@thomas: Ok, but I warned you in terms of what it means to propose a more powerful spell. It could be completely ineffective sometimes, and it is definitely not very practical in that sense. But do what you will! It will be interesting nonetheless.
 
Starlife, is that a better spell?

Temporal Shift
Curse
0-100 kilometers from kingdom borders (30)
Small Burst (100)
Weak (50)
sustainable
Developed during the long travels of Lord Arthurdin, This spell is a predominantly offensive one in it's effect: it creates a relatively small bubble of time, trapping whatever is within that sphere (be it people or objects) and changing the way they exist in time, for the duration they are within the bubble. As the spell is very unrefined, the precise effect within the bubble is unpredictable, but has, in the past, done anything from freezing time completely to ageing whatever is in the bubble a thousand years to even run time backwards.
 
Thomas: You are making some very unique, interesting spells. But again, you are dealing with time - and time is usually a symbol of divinity. I think your spells are both okay, but I just want you to acknowledge that they might be slightly ineffective. Your most recent spell is a bit more reasonable because it is admittedly unrefined and has unexpected results - so as the GM, I can say that with that kind of admission of potential ineffectiveness from the player, it will give me a lot to work with when writing an update if you have used that spell.
 
Updated Diplomatic Annexation with some new wording / ideas for how to spend your gold in your orders.

Spoiler :
Diplomacy is another option. Chances for success increase dramatically if you are dealing with the race your Wizard belongs to. Yet success can still come, even amidst racial differences. Gifting (bribing) the settlement with gold or offering them protection from their neighbors might work. You can be creative here. To be more effective in diplomatic annexations, it may be a good idea to build friendly relations with politicians or diplomats and perhaps even build roads or trade routes to that settlement. This can potentially be yet another project to spend gold on in your orders.
 
We have... 11 players. We can definitely play with 11 (I would say minimum is 7). But I will wait a day or two to see if anyone else signs up. If not, I'll post the map and claims can begin.
 
Lucius was born upon a plane which had previously not known magic, and one which was on a collision course with the magical plane. Because of this, the denizens of the plane grew concerned as more supernatural things began to happen as time went past. Asylums filled with children who had "special powers," and more wandered from places to places, escaping persecution.

In his youth, Lucius had traveled from place to places in constant search of the unattainable. He yearned for powers that constantly evaded him from every place and turn. He was driven by a thirst which no amount of faith that priests preached could fulfill.

He had been gifted from the moment he was born with a special power that allowed him to absorb knowledge and power from other sources, allowing for pure retention of knowledge. For this power, he was feared, scorned, and even hunted.

He had evaded them almost all the time, using his powers to the maximum potential. But even he could not run forever. Eventually, he was captured by a mob at a town after a man caught him reading a book at an impossibly fast speed. He was dragged to the gallows in the middle of the town, where he was hung.

In life, he and the other "psychics" were feared as signs of the Apocalypse. In death, Lucius gave them good reason for that fear. Ironically, death was the first step that he needed to take to attain something that he had been seeking for such a long time.

Less than a day later, Lucius reappeared to the townspeople, except now instead of tattered remains of clothes, he wore a white suit and a fedora. His true form, that of a mass of sharply armored centipedes, as dark and shapeless as his new masters, was unknown to all but fellow "psychics" and his new masters from the Beyond. His masters gifted him with power unimaginable and opened his eyes without the loss of sanity. He felt more alive than ever before, even in his death. And unlike his humble life, he was now quite a showman.

And so, he sought to eliminate the ignorant pestilence that was humanity and replace them all with "psychics," and to this end he twisted any unfortunate enough to fall under his grasps as his servants.

No matter what he seemed, however, he was seeking to save those living in his plane. Anyone that had not become a psychic at the time when the collision with the magical plane happened would have simply become snuffed out like a candle blowing out. After accomplishing this task, within his home plane he, like many others like him from vastly different universes, were sent in search of other dimensions to spread the word of their masters.

The dimension that Lucius discovered after his voyage, however, startled him. The amount of mana in the air was prodigious. The sheer potential of hte place was unlike anything he had ever seen before.

Then he frowned as he detected others of significant powers in the plane.
 
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