Elemenstor Saga Phalla
Epic Legends of the Magic Sword Kings
The year is 35 TMSK
. It is a time of great change for Battal
. United as one for the first time in human memory, all the lands are under the reign of King Ronard
. The engines of wealth and power are turning, and great works are under way, but not all is at peace in the lands. The mighty [url=http://elothtesphalla.pbwiki.com/twelve
realms]twelve realms[/url] of Battal, allied under King Ronard, are at constant odds with one another as they vie for power and influence within the new world order. Espionage, trade disputes, minor military skirmishes and assassinations are all too common. It is the [url=http://elothtesphalla.pbwiki.com/Kings
Council]Kings Council[/url], the council of each of the [url=http://elothtesphalla.pbwiki.com/Magic
Sword Kings]Magic Sword Kings[/url] of the individual twelve realms, that must resolve these disputes; holding together the patchwork alliances that maintain the fragile peace.
One of the great public works commissioned by King Ronard
is the exploration and mapping of the [url=http://elothtesphalla.pbwiki.com/FaeriWraithe
Lands]FaeriWraithe Lands[/url], a recently discovered plane of Battal with potentially vast untapped riches and natural resources. A meeting of the Kings Council has been called in order to decide on the details of funding and organizing such an expedition. Each of the kings of the twelve realms arrives in Mandleclang
with their retinue in tow and the council of kings begins to meet immediately in the Chamber of the Kings.
It soon becomes apparent that someone
would like this undertaking to fail. After a delegate from Blee
turned up dead, it was thought to be a spot of bad luck. When a representative from the Kingdom of Parsonya
was found dead in his chambers, it was an eerie coincidence. By the time all of the delegates from Morlond's Field
had been slipped poison in their soup (although they may have done this to themselves). Slowly the delegates were whittled away, and the local Mandleclang authorities were unable to discover the culprits. By the time there were only two delegates remaining from each of the realms, they were unable to wait any longer and ready to take matters into their own hands. Suspicions run high, as well as nationalistic pride and xenophobic prejudice. Alliances form and tonight, vigilante justice would be dispensed.
Standard rules apply that are better enumerated elsewhere.
Vote closes at 6:00 pm (pacific)
There can be delegates from each of the realms (and also Portund).
Each night the delegates will vote on which one of their number is an assassin and they will execute him/her. The assassins will also pick a delegate to assassinate.
Hidden among the delegates:
* 1 traditional seer
* 1 guardian
* some assassins advancing the agenda of Evil
Additionally, every delegate has a certain amount of sway with their King, who in turn has a certain amount of sway over all the delegates. Once per game, each delegate can use their influence with their king to have the king cast a vote for the assassination... essentially giving the player two votes for that day. A king may only cast one vote per day, determined randomly from the votes from players that are of that king's faction. Make your king vote like this: !King Vote <name>
In addition to the king vote, delegates from certain kingdoms have vote manipulation abilities as well.
Many delegates brought large trade caravans with them so expect items to surface and to be traded amongst delegates. These items may also manipulate the vote. All vote manipulation happens publicly through nightly narration, so must be used carefully.
: In the end, as long as at least one delegate remains, the council will continue to meet, ultimately resulting in a band of explorers being send to the Faeriwraithe Lands.
: If only evil delegates (assassins disguised as delegates) remain, the evil delegates will have the sole ear of the kings and they will convince the kings that the venture is cursed. Whatever nefarious forces have set this plot into motion will be successful.
Rich and Pastural Blee
A fertile grassland realm on the eastern coast. Although consisting largely of sparsely populated plains, Blee has become quite wealthy from its port cities. Primarily ruled from the capital city of Flongstake, the region on its western frontiers surrounding Mount Wang largely self-governs. read more
The land of assassins. The entire population of this land are highly trained assassins, adept in the trades of secrecy, stealth, and subterfuge in addition to whatever other occupation they may have. read more
Drunken Ithbarg II
A kingdom founded on the 100th anniversary of Ithbarg II's founding. A northwestern coastal realm in the shadow of the Beutrafficade Mountains, it is largely uninhabited but for coastal fishing villages and a few hermit colonies in the swampy interior. read more
The first nation of Ithbarg, often confused for the second nation of Ithbarg by those not familiar with the counter-phonetic language of Sudkon Vuf. A northwestern land referred to as the ''Land of Dwarven Brew''. read more
A mountainous inland realm, largely dominated by the Ap'str'ph' Mountains with an economy based largely on the semi-precious ore, Apostrophine, mined in said mountains. The two dominant races in the land are K'thians
. read more
A mountainous and hazard-filled landscape dominated by the range of the Howling Mountains, the Kelembadians were a fierce, hard, yet musical people. Surviving in the harsh climate of their volcano-rich lands quickly killed any but the hardiest, or most rhythmic. read more
Zany Morlond's Field
The heartland realm, a wide verdant green valley land west of the Wang Mountains. The capital of Middleclang is the seat of power for King Ronard, and the council chambers where the [Kings Council] meets. read more
A pleasant grassland realm where all the residents are lunatics. The kingdom is ruled, as best as can be expected, from the shadows by the mysterious ''Eyuda'' (the shadowy cabal, not the spice). read more
The Gloomy Kingdom of Parsonya
A small landlocked sylvan nation, ringed entirely by a stand of tremendously large Evergrowth Trees. Home of the Witch-Elves, who largely speak the little known language of Glikty. read more
The Irrelevant Kingdom of Yymp
A southern kingdom that lies uncomfortably close to both the ''Chasm of Eternal Sorrow'' and ''The Vampyre Kingdom''. This unenviable proximity to such an evil and foreboding place has influenced the character of the entire land. read more
The Inscrutable Land of Thrown Fish
This western coastal kingdom is almost entirely shrouded in a thick fog which conceals a brutal civil war. Only the small northern region outside of the so-called ''Mist Sea'' has contact with the other kingdoms of Battal. The royal line has likely been extinguished, and the kingdom is run by a rather weak line of Steward-Earls. read more
A kingdom fever-dreamed from the future after the result of a critically fumbled poison foe spell cast by a Wasted Elemenstor. None of the laws of logic of physics apply here, and the residents are either cracked or permanently hardened against the strange. read more
Other Less Notable Lands
A provincial lowland desert fiefdom settled just east of the towering Beutrafficades Mountain Range. Portund continually applies for, but is denied, membership in the twelve realms. read more
with the name the kingdom you'd like to be a delegate from.
for the name of the person you'd like to see executed by the mob that day. (your vote can be changed, retractions not requested)
"Remember, there are no stupid questions. Just stupid people with inquisitive minds."