It took a special kind of arrogance to ignore the warnings of the Masters. It a special kind of myopia to never question why The Weir was secured with so very many chains, both literal and metaphorical. It took a special kind of fortune for almost every member of the Institution to be called away for the coronation of Czarina Beatrice on the very evening the third moon entered the House of Virgo opening the forbidden chamber containing The Weir. It took six apprentices working together to free The Weir from its prison. But it took only one to interrupt the final ritual.
The mass of crystallised power known as The Weir cracked and shattered. The seven apprentices, six perpetrators and one loyalist, were all damned together. They had said that inside The Weir there was another world. They said The Weir was responsible for the gradual fading of magic. They said that controlling The Weir would make you a god. They said a lot of things, but it turns out that, whoever this they was, they were right on all counts.
There was no trace left of the seven apprentices in that secret chamber. There were only bodies left elsewhere within the Institution when that first little apocalypse started.
When the Masters return it's unlikely they are going to be best pleased.II. What is this?
This is a Choose Your Own Adventure
(CYOA) game. It’s sort of like a Play By Post
but more freeform and with no defined player list. Every turn I’ll post an update, with a few options and then you lot get to decide what you would like to happen. With your choices determining the fate of one of the power hungry wizard apprentices. Anybody can jump in and have their say on the direction taken by the colony in a given turn. I'll go for whatever gets a majority. There's also a little bonus per vote to encourage people to chime in even when there's a democratic landslide
I also encourage you guys to post little side stories, or drawings or whatever. I’m just arbitrating, you're the voices inside the wizard's head. Also, it helps me to know what you guys want so I can swing my options to fit that better.
In other words it's a bit like a fantasy version of Space Australia
.III. The Rules
I'll explain things as they emerge - and I'll update this bit as required. For now, just know that:
IV. Can I play?
- If I need to roll some dice then I'll roll 3d6 and use the total. If this matches or beats the target number, then it's a success
- The exception is combat, here is the basic unit is the d10. A unit is defined is defined by a number of dice and a target of number. Units randomly select a target and then each round they roll their dice, count the number of dice which hit by passing the target and then remove that many dice from the target. When units have no more dice, they are dead.
- The basic vote bonus is +1 Mana. So for every vote, you'll get a bit more mana on the following turn. You may have/acquire other options, if so specify or I'll assume you want the mana.
Yes, just look at my latest post and tell me which option you want. Do it in bold and red so I can see it.
For instance, if the last post ended with:
A - Explore [see the map, give a direction]
B - Build Peasant Shelters [+10 population cap, costs 10 resources and 5sp]
C - Build a Node Focus [+5 mana/turn, costs 15 resources, 10sp and 5 crystal]
D - Raise militia [produces a [Militia] unit, costs 5 resources and 5 peasants ]
E - Dark Ritual [+5mana, +5study, costs 5 peasants and 1 crystal]
F - Summon the Kraken [Difficulty 10, costs 50 mana and the Kraken Heart. Success produces a [Kraken] unit. Failure produces a hostile [Kraken] unit]
G - Cast Frostspear (specify target) [Costs 10 mana. Gives a free strength 5 attack on a random enemy unit in an area]
H - Hold Games of Skill in honour of B'tel The Fickle [Difficulty 15. Success ???. Failure ???]
You could say something like:
V. How do we start?
G[Raldar The Unforgiving's Fortress]: Let's have him know we're not going to just roll over and die
Well, you need to decide which of the apprentices you were. There are two parts to this. I've got a list of seven backgrounds and seven roles. Backgrounds are mostly
flavour, while the role will determine a bit more about your starting powers. Feel free to speculate on what you see the combination as being and I'll use this to steer me, for example The Undying Bonemancer (option C-C) could be a traditional necromancer type who turns his population into skeletons to save on food, while The Undying Pious servant of The Bound Giant (option E-C) is doing something more religious, for example, forging his peasants into an avatar of a gigantic and confusing god.
So post two letters in bold red
. First letter here would be the background, second the role in this case.BackgroundsA
: Pious servant of The Bound GiantF
: Spirit weaverRolesA
: The Silver-tongued [Double trade income. Can choose +1 sp per vote bonus. Silver Pieces (sp) are cold hard cash and buy things]B
: The Foreseen [Wizard starts with [Lucky] combat trait. Can choose +1 Fortune per vote bonus. Fortune is used to cause good random events]C
: The Undying [Wizards starts with a Crystal Companion. Can choose +1 Transcendance per vote bonus. Transcendance frees your followers from the confines of the flesh]D
: The Warrior [Wizard starts with [First Strike] combat trait. Can choose +1 Expertise per vote bonus. Expertise is used to get free unit upgrades]E
: The Wanderer [Has the crystal caravan rather than a tower. Can choose +1 Step per vote bonus. Steps are used to instantly move over long distances]F
: The Possessor [Wizard knows the relative location of other crystal shards. Can choose +1 Dominance per vote bonus. Dominance is used to turn people/things over to your cause]G
: The Loyalist [Am I really cruel enough to have an option with no bonus?]
I aim to update something around daily. No set time or anything.
Wizards, start your rituals.