LINES-World of Magic

Israelite9191 said:
It involved placing a giant funel cloud, with patterns dancing around the signs, over every city in the empire.

[stupid] Thats a pretty cool sounding project, but - what signs? [/stupid]

Lord_Iggy said:
(-150 Hyperborean Infantry, -2 Horrors, +3500 population)

Is that the pop growth from my project or from expanding?
 
Pop growth from the firegates.

Here are the story bonuses:
The Strategos- +10 aquamancers
Disenfranchised- +10 Horrors
Kentharu- +10 Lomba Riders
Kal'Thzar- +10 Vampires
Israelite9191- +1 Loyalty
 
To: Pirates (or whatever you call yourselves now)
From: Karthage

These are our terms for peace:

1) You will give Corsica to Karthage
2) You will abstain from any acts of piracy on any nation
3) You will agree to settle only [Spain] and [Gaul] [brackets meaning insert whatever term their called in this world]. You will agree not to settle in any other region that borders the Mediterranean (anything that does not border the Mediterranean is fair game for you as far as we're concerned).
4) You will pay [1 econ point next turn] reperations to Karthage for the loss of shipping and material you have caused.
5) You will convert your pirates into traders, beginning by entering into a trade agreement with Karthage [takes effect next turn or the first feasable date]
6) You will sign an alliance with Karthage. This alliance will require no more than 10 galleys and 10% of the standing army of the pirates if requested by Karthage for any military action. The two parties will also pledge full assistance by the respective armed forces for any defensive war either party might be engaged in.
7) Karthage will teach your sailors the art of aquamancy.
8) Karthage will loan you leviathans for breading purposes. These leviathans must be returned once you have sufficent numbers to sustain your own population. Karthage will teach you how to utilize these in war (optional).
 
Lord_Iggy said:
Here are the story bonuses:
The Strategos- +10 aquamancers
Disenfranchised- +10 Horrors
Kentharu- +10 Lomba Riders
Kal'Thzar- +10 Vampires
Israelite9191- +1 Loyalty
No story bonus for me??? And you managed to miss out on my "increase economy" order! :mad:


---EDITED IN---
The Update said:
Elgovia has expanded to claim vast tracts of land as its own. It has convinced its people that this expansion is for the good of Elgovia, and they have accepted that fact. But this expansion has angered several tribes who were formerly on friendly relations with Elgovia. Their ancestral lands are now claimed by the great nation, although the Elgovian population is very sparse. Many have moved out, but others have integrated into Elgovian society, bringing their negative feelings with them.
Editor's Note: The story post that contradicts this can be found here. To see it in context, go to the top of page 6.
If that was missed, the update is a bit more understandable.
 
Random question but what are the Dragons of Ur like? Persian? Indian? or the more lizard-like European dragons?

And that interference thing between Ur and Atlantis magics - is that going to happen between every civilization :eek:?
 
Nice update - but what happened to my Black Sea expedition?
 
ooc: Project Ice Palace - +3 loyalty, +100 infantry, 1/3

I wanted 10 Aquamancers not 100 infantry.
1 mage equals 10 infantry right, if so may I have it changed?

Good update

Question: What do we gain by territorial expansion, i.e. expanding our land other then hitpoints in a war?/ooc
 
Something was coming for him, something terrible.

Seemithoor awoke with a start, cold sweat dripping from his face. It was still dark outside as it was late autumn and the nights were long and gloomy, but he was not going to return to the land of dreams tonight - who knew what was waiting for him there? As he slowly sipped a flagon of water, he stared at the four corners of the room in turn; and the large blankets that he had hung up to cover them. Something about their angularity... perturbed him of late, the same feeling you got when you sat with your back to a door...

When the sun finally rose he quickly donned his robes and hurried to the Tower of one of his old instructors. He had been afraid of telling anyone about his nightmares out of fear of ridicule; but this was too much for him to handle on his own. Anyway, Koormis was very old now and would probably forget whatever he said within the day. He scurried up to the door and hammered on it, perhaps a tad franticly.

"Bloody fools, calling at this time in the morning, any decent man would be asleep, doesn't he realize my old bones need their rest."

Koormis's muttering became louder and louder as he shuffled up to the other side of the door, and soon it creaked open and Koormis peered myopically out.

"Seemithoor, my dear boy! What brings you here at this time in the morning? I thought you were down on the coast anyway - working on the firegates?"

"I am, I mean I was"

"Whats that? Make sense lad!"

"I was working on the bindings yes, but I had to come home - I've been feeling...troubled recently"

"Well come in, come in. As soon as that servant of mine gets back from the dawn market he'll fix you a proper breakfast>"

Koormis turned and lead Seemithoor into the tower. Seemithoor was sad to see that his old mentor hair was fully white now, and seemed to have trouble walking. His study had been moved to down to the ground floor and appeared in some disarray. Arriving, Koormis sank gratefully into a comfortable looking sealskin chair.

"Don't look at me like that boy. My body may finally be failing, but my mind still cuts deep and true. Besides, three centuries of life have wearied me in truth, and I will be glad to finally rest"

"But-"

"-eh? Don't interrupt me boy. That was always your problem Seemithoor, wearing your thoughts on your face for any to see! Now let’s make good use of the time I have left and tell me what the problem is."

"Well, of late I have been having nightmares, and visions during the day - I'm looking out from a tower or mountain top, and seeing a dark landscape of jagged rocks and straight edges, and on the horizon, there is something, or a number of something’s, and they can see me"

"Aye, a grim dream indeed. When did first have this vision?"

"It was the night after we opened the first firegate."

"Had anything happened to you that day, anything unusual"

"Well..."

"Speak up lad!"

"When we opened the gate, I looked beyond - I could see the ylem! It was, it was, I can't describe it!"

"So. You did something that every book, every teaching, tells you not to do without extensive preparation and safeguards. You looked on a naked gate, and saw the world beyond."

"Yes" Seemithoor hung his head in shame, expecting a storm of censure. As time flew by, and none came, he slowly raised his head to look at his old master.

Koormis was gazing at him, a single tear dripping down his cheek, in the manner one would look upon the grave of a friend.

To be continued...
 
Well, then, I'll post my next story where everybody can see it! :)


The Construction of the Chaos Throne
As recorded by Glodi, High Chaosier of Elgovia, in the year 328 AC.

Hundreds of years ago, when Elgovia was the name of a small palisade, there was a man by the name of Cledamar. He was the first mage and the first to dream of rulership.

It was Cledamar who seized the palisade of Elgovia and declared himself a ruler. He titled himself Danshar Cledamar, which in our tongue would mean "Lord Cledamar the Maker of Law", for he imposed his will on the land and was not afraid to break with all tradition. Today, of course, it is merely the title accorded to our ruler.

Cledamar's magic was unopposed for three years. In that time, he had convinced dozens of men to fight for him, and constructed a stone fortress named "Dashiv" on the ruins of the palisade which had rotted by now.

The first mage to oppose Cledamar was powerful, but not skilled. In all likelihood, he was born with the power, rather than having learnt it. Cledamar's tactic was simply to turn the mage's spell on him.

It was around the same time magic began to become widespread, and Trafe was discovered. So Cledamar began to create a court around himself, at the same time as he developed a governmental structure to control the lands he had conquered. Vials of Trafe were stockpiled in the fortress Dashiv, and Cledamar's ruffians went from being toughs to an organized army.


-Note 1-Concerning Cledamar's Death-

After Cledamar's death, his most loyal retainers and mages came together, and decided how Elgovia would be ruled.

-Note 2-Concerning the Line of Succession-

During the reign of Ourmes, 38th Danshar of Elgovia, the Archmage Cymago took an interest in history, and began an obsessive search for the remains of Cledamar. Ourmes sponsored him for some time, but Cymago found nothing. Yet he became only more frenzied, and built instruments to peer into the depths underneath the Grand Palace, and instruments to look back in time. For a year, he found nothing, but became only more frenzied in his search. Ourmes was suceeded by Inglye, 39th Danshar of Elgovia, who came from one of the outlying regions recently to fall under the control of Elgovia. Inglye had more interest in preventing conflict between native Elgovians and recently assimilated peoples than in sponsoring a historian mage, so his rule was one of relative peace.

It is not known exactly when Cymago was succesful in finding the remains of Cledamar, but it must have been during the first seven years of Inglye's nine-year reign. He spent at least fifteen months restoring the scraps of flesh to some semblance of a full corpse. With the aid of two other mages, he flayed the corpse and shaped it into a man-like throne. Then they journeyed for away to seek out other mages; necromancers; who instilled Cledamar's spirit into the throne.

Meeting records indicate that Cymago and the two other mages spent five to six months convincing other mages to aid in their plan. Thereafter, they spent three months making the throne into a living artifact, the Chaos Throne as we know it.

At the next Ceremony of Selection, all was overturned. The mages paraded their power for all in Dashiv to see. In this they were united as we have never seen Elgovian mages again.

Many other historical works deal with the events of that day, so it will suffice to summise that the title of Danshar was returned to Cledamar, who now spoke through anyone willing to sit on the throne. I have not done so myself, but I have collected expert testimonies to the effect that whosoever makes even the briefest contact with the Chaos Throne, sees the mind and will of Cledamar. They see his vision for Elgovia and their place in it. All are promised greatness, if only they are willing to work alongside him. To date, I have spoken with near two hundred individuals who have been heard the will of Cledamar. All are satisfied with they have heard, although many complain of the hard work they must do. Some have rejected this, preferring the ease of their current position to the greatness they might attain.

In summary, the Chaos Throne is an artifact unrivaled by anything in the known world. In terms of raw magic, the Logrus Vat will certainly exceed it, (already now we see temporal distortions on the construction site,) but the way it speaks for a nation, and offers power to all - yea, all - who touch it, demonstrates the greatness of Elgovia. Seeing as any man may find Trafe and become a mage, and any who travel to Dashiv may touch the Chaos Throne, I can say with certainty that there are none in all Elgovia with cause for complaint.

[OOC: The Historical Notes will be expanded upon in a later post. :D ]
 
Disenfrancised said:
And that interference thing between Ur and Atlantis magics - is that going to happen between every civilization :eek:?
Yes! Didn't you read the first page? :D

Starcraft_Defiler said:
Notes on Magic:
-Magicians on opposite sides can cancel each other’s power out, so the force with more magic-wielders gets to use its spells.
-If I find a certain branch of magic becoming overpowered, I will weaken it slightly.
I get a chaotic bonus to this effect! :mischief:


*still waiting for story bonus*
 
Vampires are the lords of the dead and all the Vampires in the Old World are descendants of one of the great Masters. Men dread these mighty creatures, for Vampires are immortals with great powers who require only blood to sustain themselves. They are physically stronger than any living man and can endure wounds that would slay a mortal in an instant. They have a natural ability to command necromantic magic and to bind Undead to their will. The greatest among them are also able to command the skies, so that when their armies march to battle, the skies darken with heavy storm clouds. This casts dismay in the hearts of the mortals facing the Undead.

And amoung the Vampires Abhorash is the most powerfull, and benevolant.

The Tale of the Royal Guard
During the interm time before Nagash attacked with his hoard and Abhorash joined the Kings Royal Guard a period of unstability occured in the world. Monsters from other realms attacked the kingdom, Magical Storms lashed the world and killed thousands. Rats mutated into Rat-Human hybrids, living in burrows far to the South and East.

Many were the adventures of the Ruyal Guard in holding thier Kings Kingdom together. Great battles were fought, and thousands more slain under the coppery sun. It was one of these adventures; that of the Red Dragon; Smog.
Abhorash had risen to the rank of Master of the Guard and was sent by his King to remove the dragon.

Abhorash headed north with his disciples, seeking a sign of the wheareabouts of the fould creature. Legends say that after many years he came to a great mountain, the pinnacle of which was wreathed in fire. As he reached the summit, a red dragon of immense size emerged and descended on the Vampire Lord. For an entire night he and the great wyrm fought, and in the end Abhorash was victorious. As the Dragon lashed in its death throes, Abhorash seized its throat with his fangs and drank deep. His search had ended. Now he no longer craved the lifeblood of men. He had found an escape from the curse of Vampirism.
 
The Necromantic magic can be broadly split into several spells or effects, each named after the first know user or creater, or where not know the effects of the spell.

Invocation of Nehek
This is the spell that restores the lifeblood and vitality to different creatures, be they live or dead. The magical restoring forces can heal them, and in powerfull cases raise the dead.


Hand of Dust
Khemri is well known for its Dust and Sand, this is the First spell to do with Dust. The Liche or whoever casts it gains the ability to turn all he faces to dust with but a simple touch, however cast this wrong, and it is the user who turns to dust. Never to be heard of again.

Gaze of Nagash
This spell, or in Nagash's case, his glance. Kills the user, lashing them with pure magical energy, piercing their body and smashing them apart. In a blaze of Purple/black energy.

Curse of the Years
This spell is the most dreaded and most powerfull necromantic magics of the Khemrian civilization. "Ashes to Ashes, Dust to Dust". Men age and die in a few seconds. Their life passing before their eyes. Through Khemrian History this has only been cast by a select few, The First being Nagash.
 
Heinrich Kemmler was once a powerful and much feared Necromancer, until ambitious rivals began to usurp his power. They nearly succeeded in driving the Lichemaster to his death, and although he finally managed to beat off his attackers, his body was broken and his mind blasted in the battle.

For many years Heinrich wandered the Grey Mountains and the Border Princes as little better than a half sane beggar, until by some quirk of fate he stumbled on the tomb of Krell, the long dead Khemrian Hero. Here he struck a terrible pact with the gods of Undeath. They restored him to his former power and in return Heinrich swore to slay and destroy in their name. Now once again the name of the Lichemaster strikes terror into the hearts of ordinary folk and tales of his foul deeds are whispered when retold throughout the Old World.

Heinrich stands a little under six feet tall and has long, filthy white hair. Beneath his robes, his body is covered with scars, cuts and abrasions from his years of madness. He is shrouded in a large dark cloak that swirls and twitches with a life of its own. He carries the mighty wizard's staff he made, a potent magical item which is topped with a skull that chatters and gibbers constantly...
 
And what relevance does Heinrich have to anything? He seems like a random wandering madman :p

j/k. Your stories are nice, but I'd like them even more if they connected to the world a bit more.

*wanders off topic*

Hmmm... magical duels... The "most magicians cast their spells" system is nice, if a little flavorless.
Lord_Iggy, can we get story bonuses for magic effectiveness in combat? ;)
 
Sorry Erik, but I think I have to say no. But it's time to answer a few questions.

@Disenfranchised- The dragons of Ur are the European type.

From: Pirates
To: Karthage
Accepted.

@Erik- What do you want the story bonus to be? Anything that costs 1 economy point.
@Kal'Thzar- Human stats are done. NPC stats will be finished in perhaps 8 hours, hopefully sooner. I'll say when they're done.
@das- The lands were devoid of people.
@Toteone- OK. I'll fix that.
 
OK Erik, I gave you a turn of production on the Logrus vat. And about the example, my point in the update was that you expanded over vast areas of land with only 4 cities. Plenty of people were happy to join you, but many were unhappy about joining you.
 
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