Aspects Of A Strange World

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Trigger Warning: Expect the worst just incase
Create and control a bunch of setting elements, see what kinda madness happens
Da Premise/Da Rules
Da Rules
(Very experimental, ask questions about the rules, polishing this will do the quest good)
Each of you will create and control Aspects (An important individual, group, force, or species that is part of the same setting) you won't be restricted to controlling a single Aspect, you control them together with everyone else, but you can only give a single Aspect a single action each turn
Turns last an in-game amount of time of 2 weeks or less, the exact amount of days varying

Turns mechanically are divided into the Actions and Results sections, during the Action part you write down what you want the Aspect to do, certain actions will be diluted or rewritten if it goes against a specific individuals personality and or the group is incapable of doing that specific action, like making a pacifist try to murder someone or trying to make a normal car fly, rewrites will be necessary for those actions to not just be wasted

Results is obviously when I write down what happens, I will determine the success of an action based off 2 D100 rolls, one representing success, the other representing failure, both sides get a bonus die that increases in size depending on every aspect of the situation that pushes the scales in their favour (If you're brewery is trying to make the perfect beer, the bonus die for success will be larger, and vice versa if you're a terrible brewery) every support vote will increase the bonus die by 5, if the sum of your rolls is higher, you win

If there are two or more votes that fundamentally contradict each other, like a single Aspect trying to use their last pieces of demon bone to make a idol while another wants to use them to construct a cursed blade, I'll go for the one with more votes, if equal I'll just flip a coin or do some kinda rewrite or dilution for a compromise

If an Aspect opposes another Aspect, it will be resolved similarly, but both sides will be each other's representation of failure, highest sum wins

(No crossovers with past quests RUSH, looking at you!)

Now let me make the info post
 
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The Setting
Balthazar's School for Witchcraft and Wizardry
- "To Hire a graduate of this Establishment, may very well be the first step to success for any great leader"
- A premier school for Magical Innovation and Education
- Mainly utilise a telekinetic spell that summons Blue-Mana to move things around, which they use in a wide variety of ways
- The Leading Force behind Magical Innovation despite only recently expanding into other areas, creates spells and advances magical fields. However, their magic researchers are skilled but rather... kooky, well... insane would be the better word
- A school of Magic, with their impressive retinue of teachers they can educate almost anyone on any magic the school has access to
- Students are still students, and with spies and trouble makers amongst them it's rather easy to cause chaos or infiltrate the Academy
- Have a couple Magical Alumni that owe the academy some favours
- Main base is located in a stable area of the Ethereal Plains

'The Daemon/Demon Flower'
- Howdy! It's me, your "best friend"! NoW lEt'S pLaY a GaMe..!
- A shifty as hell botanical specimen with the ability to form magically binding deals
- Flower with a face, can talk, travel through the earth, and uproot themselves to walk. Has a wide range of voices and expressions. Not much sense of empathy and is a jerk
- They're secretly not an actual daemon/demon and can't really do anything with souls given to them besides as currency with things that can use them
- Has a lot of influence and treasure from their deals, but doesn't tend to use it for much besides to f@!k with specific people, usually for entertainment

The Biogenesis Foundation
- "You say we are playing god, I say we don't play"
- A megacorp focusing in the fields of genetics and bioengineering
- There are few organizations they can't bribe or buy outright as well as having a near monopoly in their field
- Biotechnology, they are at the forefront of nearly all biological and genetics research be it a new medicine or a new bioweapon
- Flesh over Metal, call it a dogma or a company motto but those who work for the company have an unflinching desire to reshape the world in their image to replace everything mechanical with a biological equivalent and then some
- Main office/Lab in New Dunk City
- Have a bunch of Limblets stored in their main lab just in case

Typhon, The Father of Monsters
- Typhon is an immortal eldritch monstrosity, who is able to effect the mortal world through his corrupting influence, though he is unable to physically exist in it, with him being forcefully thrown out if he tried, mostly cause he doesn't fit into lower dimensions easily
- Is able to corrupt both living beings and inanimate objects into monsters to do his bidding on the mortal world
- Immortal through resurrection, being able to return from death, though it may take some time if he was sufficiently damaged, if you wanna end him, aim for the very concept of his existence or something high concept like that
- Lives in the Outer-Void, floating around the Mortal Plane and it's neighbour the Ethereal Plain, just chillaxing and scheming to enter,

The United Boroughs of Halflingdom
- "Oh its a lovely time of year every part of the year here you hear!"
- Based in the Homeland of the Halflings, a series of fertile Islands based in a large inland sea known as the Great Inner Sea, populated by a myriad of Halfling city states united in mutual defence and trade. Highly fertile ground, the breadbasket of much of the known world
- Have access to a great many profitable trading routes thanks to their homeland
- The Halflings of the Boroughs are a generally amiable folk, skilled in the working of the land as well as in trade and crafts

Merlin Academy For Magical learning
- "while Balthazar's is good for the happy go lucky and the studious, we at Merlin's have one thing in mind, Pure Magical Talent"
- While Balthazar's is a haven for innovation, Merlin's is a juggernaut in efficiency and power, made by an alumni who preferred a specific kind of offensive magic, the school was made to teach as much as possible to it's students, giving them a bit of a big head
- Has arrogant students due to their more intense curriculum, they believe themselves better, some truly, some to fit in and some to deal with the exhaustion from the curriculum
- A magic school, more focused on combat applicable magic but has a teaching style similar to Balthazar's School, as the founder was an alumni of Balthazar's, focuses mainly on a ritual spell that summons a personal familiar made of the subject's desire for VIOLENCE, don't worry the ritual is harmless
- Some students have strange magical mutations thanks to THE INCIDENT, which caused a multitude of Violence Familiars to try crawling out of their hosts without the proper ritual tools
- Main base is at the Merlin Institute

SwiftHaul Unlimited
- Swift haul is a corporation dedicated to the transportation of goods and personnel. Legality matters not, local or inter dimensional, good or evil nature matters little to this company, as long as they are paid in full, it is fine
- Have a bit of immunity, while SwiftHaul is of… questionable morality and legality… the reasonable prices, along with willingness to work with any group, leads to a blind eye as long as no laws are visibly flaunted
- Delivery Guaranteed is their motto, they're incredibly skilled and equipped with the latest in transportation, they will find a way to get somewhere, from a free port to an isolationist nation
- Swift Haul Unlimited has no real centralised base of operations, instead each member of the Executive Board living in and managing from different franchise locations and places of their own choice, meeting through a magic scrying network to pass judgement on the company's actions and elect the Board Head,
- The executive board, while rather unchanging, still can suffer from the backstabbing and plots most corporate groups can have, making the board a rather dangerous place to be, with any "subversion of company values" real or imagined being an easy way to find yourself experiencing bodily harm
Mortal Planes
- Mostly empty void, some stars, some gas giants, and some planets
- Things with limited life spans think this place is cool, but it's not
New Dunk City
- A large city state and bustling metropolis, home to some of the latest technology (Mainly just modern tech)
- Lead by a council of elected officials, at least one from each district of the city
- The main office/lab of the Biogenesis Foundation is located here

The Great Inner Sea
- An inland sea named very creatively
- Home to a bunch of fertile small islands, and homeland to all Halfling-Kind
- Run by the United Boroughs Of Halflingdom

The Pit City
- Ancient civilisation at the very bottom of the world's deepest pit, once home to a city of Chronomancers that was destroyed due to a ancient civil war, but now all that is left are descendants of their servants wearing monster costumes and living off what they can find
- The souls of the greatest Chronomancers are currently being kept somewhere down here, guarded by the last Chronomancer descendant, they hold the ability to start time loops if wielded right

The Gates Of Etenity
- A mobious strip-shaped pathway in the mountains, lined with a bunch of iron gates, an entrance to the Ethereal Plains, leading to a stable area
- Used mainly by people planning to exit or enter Balthazar's School
- Someone set up a hotdog stand here, they're nice
- The origins of the path remain a mystery

The Merlin Institue
- Main base of Merlin's Academy
- Built equidistant to an old swamp where some students practice and a giant statue of MALKOR THE LORD OF HATE spewing demons from his slit open intestines, the statue crackles with violent energy, turns out that used to be the real Malkor
- Towering and proper looking building, with everything a learning establishment needs

The Ethereal Plains
- Ever wild plains of pure spiritual energy, constantly moving like an ocean's tides
- Made when a god of infinite energy was slain by some random mugger from the Outer-Void who stabbed them and stole their wallet, this entire dimension is it's blood
Balthazar's School for Witchcraft and Wizardry
- A real wizard school built in another dimension, for some reason
- Built atop one of the rare stable areas in this dimension, a towering academy held together despite it's confusing architecture with Blue-Mana magic
- School crest is a the founder Balthazar naked and censored by sparkling blue stars, no one knows who put that up or why it was allowed
- May have a couple Fiendish Quills hiding out in the walls

The Gates Of Etenity
- A mobious strip-shaped pathway in the stable part of the plains, lined with a bunch of iron gates, an entrance to the Mortal Plane, leading to a mountain path
- Used mainly by people planning to exit or enter Balthazar's School
- Someone set up a hotdog stand here, they're nice
- The origins of the path remain a mystery

The Outer-Void
- A sea of darkness, no stars, only distant eyes of unimaginable size watching with apathy
- Home to horrible things like Typhon
- Pretty sure black liquorice was invented here
Reserved
Drisk
- Immortal Chronomancer child with tendency to get into wacky shenanigans
- Can switch from wacky good times Drisk to stabby stabby Drisk in moments
- Has the ability to age and un-age things they touch with their bare hands
- Very determined to guard the Grand Chronomancer Souls

Timmy Tomkertink
- Fledgling magician covered in writing shaped scars thanks to a failed magical experiment
- Skilled in Blue Mana magic
- Student at Balthazar's School For Witchcraft And Wizardry, and is very enthusiastic about it, even after the horrible injuries

Frek
- A councilman of New Dunk City, charismatic, media savvy, and handsome
- Heir to a powerful real estate company, thus has a lot of money
- Apostle of Typhon has a scar around his neck marking him as the entity's servant
- Has the ability to transform into a tall eldritch entity with onyx skin, red eyes, sharp teeth, and the ability to remove their head, also enhanced strength
Mundane Animals
- Basic bitches

Mundane Plants
- Basic birches

Humans
- Basic bitches but with opposable thumbs

Halflings
- Short humanoids
- Skilled in tending to the land, alongside many other rural trades and crafts
- Friendly folks

Fiendish Quills
- A bunch of floating quills moving around thanks to a failed Blue Mana magical experiment
- Now they just go around writing random test answers all over people's skin

Limblets
- Bioengineered creatures resembling limbs, the part where the rest of the body should be has a bunch of nerve-tendrils sticking out
- Can be made docile and plugged onto a body by castrating it, also ensures if anyone meets another person with a Limblet prosthetic won't have limbs mating
- Made by Biogenesis
Reserved
Reserved
 
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Aspect Creation
The setting is blank until the Aspects come in, I fill in whatever blanks are left over in the setting part (New people can make more Aspects in later turns but that is info for the future)

Aspects in this game are defined as "Active elements of the setting" which basically means you can make almost anything as an Aspect as long as it does not sit around and do nothing, you could be a kaiju, an eldritch force from beyond space and time, a megacorp, I do not care unless you can do too much or can do too little

Now for the form, making the exact same one will do nothing
(All subject to rewrite or veto, will be necessary in case Aspects contradict each other, or are FAR too powerful)

[] Name: The title it will be referred to
- [] Importance: Why is it important?
- [] Traits 1: A part of itself, preferably a balanced
- [] Traits 2:
- [] Traits 3: You can add extra trait sections if you want, but make EXTRA sure you're balanced in that case
- [] Where Are They?:
- [] Flavour Text: Optional

[E] Name: The Lost King
- [E] Importance: A legend told all over, an origin shrouded in mystery, and a kingdom
- [E] Traits 1: Immortal, very difficult to kill, but still looks looks like a horrid husk
- [E] Traits 2: An incredible aura of authority, you can't help but listen
- [E] Traits 3: Incredible, strength, speed, and spear skills, but horrible at handling delicate things, breaks all their porcelain cups before using them
- [E] Where Are They?: The Field Of Old Castles, what used to be home
- [E] Flavour Text: "Why yes, I am royalty..... my kingdom? Well, I may have misplaced it, please don't tell anybody"

[E] Name: The Grand Land Of Astolia
- [E] Importance: A fine dictatorship nation under the rule of their glorious President Mebreis
- [E] Traits 1: Incredibly good with intrigue, distrusted by close friends who know this
- [E] Traits 2: Propaganda department are paid handsomely
- [E] Traits 3: Astolians are naturally VERY tough, but also need a lot of food
- [E] Where Are They?: The snowy mountains of Beshvik
- [E] Flavour Text: "Glory to Astolia, land of the mighty, the loyal, and the proud"

[E] Name: The Daemon Realm
- [E] Importance: Is another dimension beyond our own comprised of writhing black tendrils and red eyes
- [E] Traits 1: Can smoothly make magically binding deals with beings in the mortal plane to summon smaller parts of itself there, but cannot break any official deals on risk of harm from their own power
- [E] Traits 2: Strength from sin and suffering, no other food needed
- [E] Traits 3: A being of great strength, though weaker, the split-offs are still tough, but no matter what is always harmed by large amounts of light
- [E] Where Are They?: It's located at itself
- [E] Flavour Text: "I can hear you, shhh, sshh, don't be scared, you look like you need help, I can offer that yknow"

[E] Name: Caadler Elves
- [E] Importance: Are an entire species of small folk with pointy ears, love cookies and singing happy songs
- [E] Traits 1: Can make cookies well, but don't know how to make much else
- [E] Traits 2: Can hollow out trees to make into homes easily
- [E] Traits 3: Small and fast, but not very strong compared to most others
- [E] Where Are They?: The Sugarberry Woods
- [E] Flavour Text: "Not associated with the Keebler Elves in any way, shape, or form, la la laaa making cookies!"
 
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[X] Name: Balthazar's School for Witchcraft and Wizardry
- [x] Importance: Premier school for Magical Innovation and Education
- [x] Traits 1: The Leading Force behind Magical Innovation, creates spells and advances magical fields. However, The Researchers are rather... Cooky, well... Insane would be the better word, comes with the territory but a spell tends to be less sane, an attack Spell may deal damage through lollipops, a fire ball may have fire dogs chase after it, and an Invisibility spell may render you deaf so long as it's in effect.
- [x] Traits 2: School of Magic, with their impressive retinue of teachers they can educate anyone on any field of Magic, they care to learn. Students are still Students, and with Spies and trouble makers amongst them it's rather easy to cause chaos or infiltrate the Academy.
-[x] Traits 3: Magical Alumni due to the education of various Wizards, they may call upon them, using favors that may be required to be paid back.
- [x] Where Are They?: The Ethereal Plains
- [x] Flavour Text: "To Hire a graduate of this Establishment, may very well be the first step to success for any great leader."
 
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[X] Name: 'The Daemon/Demon Flower'
-[X] Importance: Shifty flower who makes deals with people.
-[X] Trait 1: Flower with a face, can talk, travel through the earth, and uproot themselves to walk. Has a wide range of voices and expressions. Not much sense of empathy and is a jerk.
-[X] Traits 2: They're secretly not an actual daemon/demon and can't really do anything with souls given to them besides as currency with things that can use them.
-[X] Traits 3: Has a lot of influence and treasure from their deals, but doesn't tend to use it for much besides to f@!k with specific people, usually for entertainment.
-[X] Where Are They?: Currently in a underground city and in conflict with a determined chronomancer trying to prevent the Flower from getting a McGuffin.
-[X] Flavor Text: Howdy! It's me, your "best friend"! NoW lEt'S pLaY a GaMe..!

Based the flower off of Flowey from Undertale a bit.
 
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[X] Name: The Biogenesis Foundation
-[X] Importance: A megacorp focusing in the fields of genetics and bioengineering.
-[X] Trait 1: Megacorp, there are few organizations they can't bribe or buy outright as well as having a near monopoly in their field.
-[X] Trait 2: Biotechnology, they are the forefront of nearly all biological and genetics research be it a new medicine or a new bioweapon.
-[X] Trait 3: Flesh over Metal, call it a dogma or a company motto but those who work for the company have an unflinching desire to reshape the world in their image to replace everything mechanical with a biological equivalent and then some.
-[X] Where Are They?: They have their main office/lab in New York City (or this setting equivalent) as well as several blacksites hidden around.
-[X] Flavour Text: "You say we are playing god, I say we don't play."
 
[X] Name: Typhon, The Father of Monsters.
- [X] Importance: eldritch entity existing outside of the mortal world.
- [X] Traits 1: Typhon is a immortal eldritch monstrosity, who is able to effect the mortal world through his influence, though he is unable to physically exist in it, with him being forcefully thrown out if he tried.
- [X] Traits 2: Typhon is able to corrupt both living beings and inanimate objects into monsters to do his bidding on the mortal world.
- [X] Traits 3: Typhon is immortal through resurrection, being able to always return from death no matter what, though it may take some time if he was sufficiently damaged.
- [X] Where Are They?: Floating in the void outside of the mortal realm.

Is this valid or do I need to change something?.
 
[X] Name: The United Boroughs of Halflingdom
- [X] Importance: Homeland of the Halflings, a series of fertile Islands populated by a myriad of Halfling city states united in mutual defence and trade.
- [X] Traits 1: Highly fertile, the breadbasket of much of the known world.
- [X] Traits 2: Sits on a great many profitable trading routes.
- [X] Traits 3: The Halflings of the Boroughs are a generally amiable folk, skilled in the working of the land as well as in trade and crafts.
- [X] Where Are They?: A string of Islands located in a large inland sea creatively known as the Great Inner Sea.
- [X] Flavour Text: "Oh its a lovely time of year every part of the year here you hear!"
 
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[E] Name: The United Boroughs of Halflingdom
- [E] Importance: Homeland of the Halflings, a series of fertile Islands populated by a myriad of Halfling city states united in mutual defence and trade.
- [E] Traits 1: Highly fertile, the breadbasket of much of the known world.
- [E] Traits 2: Sits on a great many
- [E] Traits 3: The Halflings of the Boroughs are a generally amiable folk, skilled in the working of the land as well as in trade and crafts.
- [E] Where Are They?: A large inland sea creatively known as the Great Inner Sea
- [E] Flavour Text: "Oh its a lovely time of year every part of the year here you hear!"
If it's supposed to be a serious submission those e's in between the [] should be x's.

Edit: trait 2 needs clarification. And apparently the Halflings live on water?
 
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Okay I like the enthusiasm, Just gotta sort some things out first

[X] Name: Balthazar's School for Witchcraft and Wizardry
- [x] Importance: Premier school for Magical Innovation and Education
- [x] Traits 1: The Leading Force behind Magical Innovation, creates spells and advances magical fields. However, The Researchers are rather... Cooky, well... Insane would be the better word, comes with the territory but a spell tends to be less sane, an attack Spell may deal damage through lollipops, a fire ball may have fire dogs chase after it, and an Invisibility spell may render you deaf so long as it's in effect.
- [x] Traits 2: School of Magic, with their impressive retinue of teachers they can educate anyone on any field of Magic, they care to learn. Students are still Students, and with Spies and trouble makers amongst them it's rather easy to cause chaos or infiltrate the Academy.
-[x] Traits 3: Magical Alumni due to the education of various Wizards, they may call upon them, using favors that may be required to be paid back.
- [x] Where Are They?: The Ethereal Plains
- [x] Flavour Text: "To Hire a graduate of this Establishment, may very well be the first step to success for any great leader."
I really really like this, but there is a problem, you'll almost instantly have a good chance of success with a lot of things if the members of your Aspect can just wave a wand and cause crazy stuff to happen
Maybe we can add a system to the magic? Or at least add some limits so no one can say "And I have the perfect spell for this" all the time
 
Okay I like the enthusiasm, Just gotta sort some things out first


I really really like this, but there is a problem, you'll almost instantly have a good chance of success with a lot of things if the members of your Aspect can just wave a wand and cause crazy stuff to happen
Maybe we can add a system to the magic? Or at least add some limits so no one can say "And I have the perfect spell for this" all the time
A rather simple one is obvious. For the latter aspect.

For a spell to be used, in a plan, it must be researched and made beforehand. Similarly for any other group no matter the kind of Magic, or other broad systems, we may use. They may take it from another group, and with this being a school any spell made by it can be used by other groups so long as they don't have a ban on magic. By making it fair, and making it so spells are announced in advance it makes the system fair without adding additional stress.
 
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For a spell to be used, in a plan, it must be researched and made beforehand. Similarly for any other group no matter the kind of Magic they use. They may take it from another group, and with this being a school any spell made by it can be used by other groups so long as they don't have a ban on magic. By making it fair, and making it so spells are announced in advance it makes the system fair without adding additional stress.
Okay, gotta find, make, and learn the spells before using them, thank you
I'll probably also have a thing in the setting where you gotta be properly compatible with a type of magic to use it, requirements vary, thus if a faction or eldritch entity finds a spell, they don't all have to immediately get it
 
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It is interesting and does put down a frame work for the magic system, other than that I personally think it might have a large role in the setting since all the other groups besides mine seem to be magic related.

On that note any opinions on my group.
I do not mean any offense by saying this. I believe your group is the strongest corrolary to mine.

We don't have similar endgoals, but we do have similar means. Where the school uses Magic, you use biotechnology.

I imagine the kind of framework I suggested means Magic has recently changed making the previous rules, no longer in effect. For some reason, perhaps a powerful spell gone awry caused a fundamental change in how Magic must be performed for instance. Explaining away the lack of previous spells.

Good thing about this being aspects, if someone wants a specific spell they can just control the school to get the spell they want.
 
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I imagine the kind of framework I suggested means Magic has recently changed making the previous rules, no longer in effect. For some reason, perhaps a powerful spell gone awry caused a fundamental change in how Magic must be performed for instance. Explaining away the lack of previous spells.

Or someone fucked up and messed with memory erasing magic, blowing up the archives and fucking with the heads of both the students and faculty, they can probably still use those spells, just don't know how
Also I'm back
 
Vote Closed
Scheduled vote count started by Donald Darf on Dec 19, 2023 at 5:52 AM, finished with 17 posts and 5 votes.

  • [X] Name: Balthazar's School for Witchcraft and Wizardry
    - [x] Importance: Premier school for Magical Innovation and Education
    - [x] Traits 1: The Leading Force behind Magical Innovation, creates spells and advances magical fields. However, The Researchers are rather... Cooky, well... Insane would be the better word, comes with the territory but a spell tends to be less sane, an attack Spell may deal damage through lollipops, a fire ball may have fire dogs chase after it, and an Invisibility spell may render you deaf so long as it's in effect.
    - [x] Traits 2: School of Magic, with their impressive retinue of teachers they can educate anyone on any field of Magic, they care to learn. Students are still Students, and with Spies and trouble makers amongst them it's rather easy to cause chaos or infiltrate the Academy.
    -[x] Traits 3: Magical Alumni due to the education of various Wizards, they may call upon them, using favors that may be required to be paid back.
    - [x] Where Are They?: The Ethereal Plains
    - [x] Flavour Text: "To Hire a graduate of this Establishment, may very well be the first step to success for any great leader."
    [X] Name: 'The Daemon/Demon Flower'
    -[X] Importance: Shifty flower who makes deals with people.
    -[X] Trait 1: Flower with a face, can talk, travel through the earth, and uproot themselves to walk. Has a wide range of voices and expressions. Not much sense of empathy and is a jerk.
    -[X] Traits 2: They're secretly not an actual daemon/demon and can't really do anything with souls given to them besides as currency with things that can use them.
    -[X] Traits 3: Has a lot of influence and treasure from their deals, but doesn't tend to use it for much besides to f@!k with specific people, usually for entertainment.
    -[X] Where Are They?: Currently in a underground city and in conflict with a determined chronomancer trying to prevent the Flower from getting a McGuffin.
    -[X] Flavor Text: Howdy! It's me, your "best friend"! NoW lEt'S pLaY a GaMe..!
    [X] Name: The Biogenesis Foundation
    -[X] Importance: A megacorp focusing in the fields of genetics and bioengineering.
    -[X] Trait 1: Megacorp, there are few organizations they can't bribe or buy outright as well as having a near monopoly in their field.
    -[X] Trait 2: Biotechnology, they are the forefront of nearly all biological and genetics research be it a new medicine or a new bioweapon.
    -[X] Trait 3: Flesh over Metal, call it a dogma or a company motto but those who work for the company have an unflinching desire to reshape the world in their image to replace everything mechanical with a biological equivalent and then some.
    -[X] Where Are They?: They have their main office/lab in New York City (or this setting equivalent) as well as several blacksites hidden around.
    -[X] Flavour Text: "You say we are playing god, I say we don't play."
    [X] Name: The United Boroughs of Halflingdom
    - [X] Importance: Homeland of the Halflings, a series of fertile Islands populated by a myriad of Halfling city states united in mutual defence and trade.
    - [X] Traits 1: Highly fertile, the breadbasket of much of the known world.
    - [X] Traits 2: Sits on a great many profitable trading routes.
    - [X] Traits 3: The Halflings of the Boroughs are a generally amiable folk, skilled in the working of the land as well as in trade and crafts.
    - [X] Where Are They?: A string of Islands located in a large inland sea creatively known as the Great Inner Sea.
    - [X] Flavour Text: "Oh its a lovely time of year every part of the year here you hear!"
 
Actions 1
(If you failed to create an Aspect the last turn, you can fill in this form and I'll add it if I believe it's balanced enough and doesn't contradict the setting, but it will be limited by the fact it would've only entered the spotlight recently, so no grand empires that happened to just be there the entire time but weren't mentioned)

[] Name: The title it will be referred to
- [] Importance: Why is it important?
- [] Traits 1: A part of itself, preferably a balanced
- [] Traits 2:
- [] Traits 3: You can add extra trait sections if you want, but make EXTRA sure you're balanced in that case
- [] Where Are They?:
- [] Flavour Text: Optional

Choose a single Aspect and what you want them to do this turn

[] Daemon Flower: Search Pit City for the Grand Chronomancer Souls

[] Biogenesis Foundation: Manufacture biomechanical prosthetics

[] Typhon: Try to corrupt an offical member of the New Dunk City Council

[] Write-in
 
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[X] Balthazar: Develop a spell of Automated Writing.

This won the majority vote, by Researchers, and Students alike, who would have guessed?

While Blue-Mana can manipulate objects allowing the Mana to do automatic processes like writing things, would be a huge leap in capability and greatly enhance all forms of paper writing.
 
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