Erik Mesoy
Core Tester / Intern
(Post #4000!)
Several people wanted another LINES:World of Magic, so here it is, with a few tweaks. If you missed out on joining LINES, or your nation failed to achieve glory for some reason, here's a second chance.
WARNING: High technobabble level in this background story.
If you don't want to ruin the "magic" in this world, don't read this.
Here's the in-game story behind this world.
There are many tales told of how we arrived on this world... but all of them share a common element. We came from the stars, and the Ancestors could travel between them at will.
But in so many other things they were powerless. They had no sorcerers. They relied on golems to do their will. And when the golems broke, they built newer and better ones.
We are their successors, and their superiors. We command the world to be so, and it is so. One day our greatness shall exceed theirs, and we shall return to the stars, becoming gods.
Through cunning, politics, diplomacy, elections, murder, combat, bribery, or for whatever reason, you have become the leader of a nation on this new, magical world. You seek the glory that your ancestors lost. Now you must lead your people in the time to come.
Each turn you can spend as many economy points as the first number in your Economy stat, plus whatever bonuses you may have. Only 1 point per turn can be spent on increasing economy, otherwise it would get out of hand.
Economy and education are displayed in the form: Your level/Points invested/Points needed for next level.
Economy: Depression - poor - growing - stable - healthy - rich - prosperous - excellent.
Technology: Late Iron Age - Heroic Age - Early Middle Age - ?
Culture: Barbaric - yokel - unrefined - moderate - strong - nationalistic - patriotic - jingoistic.
Training: Conscripted - poor - average - good - veteran - elite.
Trade routes: A pair of players may pay 2 points each to start a trade route between them. Both players will get a spending point on alternate turns.
Projects: You can either tell me what it does, and I'll decide the cost, or give me a turn number and type of effect, and I'll tell you how much you can get away with.
Several people wanted another LINES:World of Magic, so here it is, with a few tweaks. If you missed out on joining LINES, or your nation failed to achieve glory for some reason, here's a second chance.
WARNING: High technobabble level in this background story.
Spoiler the background :
DISCLAIMER: This story was written for my own enjoyment. If you don't like, ignore it. That's what spoilers are for.
If you complain anyway, horrible things will happen.
Earth, AD 2010: Professors Masatoshi Koshiba and Carl Edwin Wieman, both previous winners of the Nobel Prize, apparently violate causality by causing a carbon atom to jump between two charged boxes with reverse electroweak polarity. The boxes were two meters are apart and the atom demonstrably failed to pass through any intervening points.
Three years later, the first large object (a razor blade) is transported in a similar manner. Suddenly an obscure branch of physics becomes the focus of all media. The most common headline is "Hyperjump Travel Demonstrated". The race is on for every company on Earth to be the first to transport a person safely, thereafter to develop this teleportation technology into a method of interstellar travel.
On August 21, 2017 (chosen for the reason that there was a solar eclipse that day) Edward Morgan Miller is sent a distance of one kilometer. Unfortunately, he drops dead upon exiting the destination box, but seems otherwise unharmed. After this disaster, hyperjump travel fades into the background, as there seems to be no way of transporting objects without first having a box in place.
Only a year later, astronomers notice an impact between two distant asteroids. Measuring their new trajectories, it seems that one of them - the famous 99942 Apophis - may impact Earth in ten years.
Hyperjump travel comes to prominence again as doomsday cults emerge everywhere. It seems as though a malicious god's hand has targeted Earth for destruction.
It is found that teleportation pods can be sent without an appropriate destination, in which case they will emerge in the nearest and most charged region of space with the correct polarity.
Mass manufacture of pod clusters begins. Governments take all power into their own hands and pillage the Earth for resources. Several minor wars break out, but most of these are stopped for simple lack of resources, and military unwillingness to fight. All men volunteer to work in the factories, often giving up their lives and dying of hunger or thirst as they work for days on end.
We now follow Pods #126, #127 and #128, which left Earth in 2026. Astronomers calculated a path for them where all regions of space would be balanced (wrt electroweak force) for a while, meaning that the pod was unlikely to find a suitable appearance spot in this galaxy.
So, they appeared somewhere unknown. The onboard AIs guided the colonists to the nearest habitable planet, a Jovian giant consisting mostly of water.
In the first ten years after the landing, the colonists did reasonably well. The pods were cannibalized for resources and nothing was spared in the quest to build a new world.
But! The planet had some internal force, an inner energy, that responded to the minds of men, and shaped reality as they wished it, to an extent. For the first two generations of man on this world, the colonists feared this force, and attempted to subdue it and make it measurable.
It took shape from their fear, rebelling against them. Civilization collapsed, and it was generations before men came to see the planet's energy as a natural force to be harnessed rather than a hostile thing to be feared.
If you complain anyway, horrible things will happen.
Earth, AD 2010: Professors Masatoshi Koshiba and Carl Edwin Wieman, both previous winners of the Nobel Prize, apparently violate causality by causing a carbon atom to jump between two charged boxes with reverse electroweak polarity. The boxes were two meters are apart and the atom demonstrably failed to pass through any intervening points.
Three years later, the first large object (a razor blade) is transported in a similar manner. Suddenly an obscure branch of physics becomes the focus of all media. The most common headline is "Hyperjump Travel Demonstrated". The race is on for every company on Earth to be the first to transport a person safely, thereafter to develop this teleportation technology into a method of interstellar travel.
On August 21, 2017 (chosen for the reason that there was a solar eclipse that day) Edward Morgan Miller is sent a distance of one kilometer. Unfortunately, he drops dead upon exiting the destination box, but seems otherwise unharmed. After this disaster, hyperjump travel fades into the background, as there seems to be no way of transporting objects without first having a box in place.
Only a year later, astronomers notice an impact between two distant asteroids. Measuring their new trajectories, it seems that one of them - the famous 99942 Apophis - may impact Earth in ten years.
Hyperjump travel comes to prominence again as doomsday cults emerge everywhere. It seems as though a malicious god's hand has targeted Earth for destruction.
It is found that teleportation pods can be sent without an appropriate destination, in which case they will emerge in the nearest and most charged region of space with the correct polarity.
Mass manufacture of pod clusters begins. Governments take all power into their own hands and pillage the Earth for resources. Several minor wars break out, but most of these are stopped for simple lack of resources, and military unwillingness to fight. All men volunteer to work in the factories, often giving up their lives and dying of hunger or thirst as they work for days on end.
We now follow Pods #126, #127 and #128, which left Earth in 2026. Astronomers calculated a path for them where all regions of space would be balanced (wrt electroweak force) for a while, meaning that the pod was unlikely to find a suitable appearance spot in this galaxy.
So, they appeared somewhere unknown. The onboard AIs guided the colonists to the nearest habitable planet, a Jovian giant consisting mostly of water.
In the first ten years after the landing, the colonists did reasonably well. The pods were cannibalized for resources and nothing was spared in the quest to build a new world.
But! The planet had some internal force, an inner energy, that responded to the minds of men, and shaped reality as they wished it, to an extent. For the first two generations of man on this world, the colonists feared this force, and attempted to subdue it and make it measurable.
It took shape from their fear, rebelling against them. Civilization collapsed, and it was generations before men came to see the planet's energy as a natural force to be harnessed rather than a hostile thing to be feared.
Here's the in-game story behind this world.
There are many tales told of how we arrived on this world... but all of them share a common element. We came from the stars, and the Ancestors could travel between them at will.
But in so many other things they were powerless. They had no sorcerers. They relied on golems to do their will. And when the golems broke, they built newer and better ones.
We are their successors, and their superiors. We command the world to be so, and it is so. One day our greatness shall exceed theirs, and we shall return to the stars, becoming gods.
Through cunning, politics, diplomacy, elections, murder, combat, bribery, or for whatever reason, you have become the leader of a nation on this new, magical world. You seek the glory that your ancestors lost. Now you must lead your people in the time to come.
Each turn you can spend as many economy points as the first number in your Economy stat, plus whatever bonuses you may have. Only 1 point per turn can be spent on increasing economy, otherwise it would get out of hand.
Economy and education are displayed in the form: Your level/Points invested/Points needed for next level.
Economy: Depression - poor - growing - stable - healthy - rich - prosperous - excellent.
Technology: Late Iron Age - Heroic Age - Early Middle Age - ?
Culture: Barbaric - yokel - unrefined - moderate - strong - nationalistic - patriotic - jingoistic.
Training: Conscripted - poor - average - good - veteran - elite.
Trade routes: A pair of players may pay 2 points each to start a trade route between them. Both players will get a spending point on alternate turns.
Projects: You can either tell me what it does, and I'll decide the cost, or give me a turn number and type of effect, and I'll tell you how much you can get away with.