Kingdom of Shale



Name: Leoric "Diamond fangs" Bergorin
Age: 20
Race: hound person
Birthplace: Hub
Occupation: Royal Councilor, Master Alchemist
Former Occupation: Traveling Alchemist
Skills: Master Alchemist, Journeyman Engineer(Master: 1/8)
Bonuses: Talent(alchemy), Connections(alchemists)
Disadvantage: Enthusiastic(read: Maniac)
Bio:
Leoric is considered eccentric, even among mages, with an almost unhealthy obsession with alchemical magic in its more volatile forms. From the very moment he was initiated he threw himself into his new life, often going days without proper rest for months on end in a mad rush to understand the secrets open to him. This wild passion for the art, while disturbing many, endeared him to the higher ranking members of his profession aswell as the more dedicated of his fellow students whom he cheerfully discussed his work with showing a sharp mind and wit and surprisingly not being as many expected... A barely coherent or social loner, but rather a coherent, civilized and well spoken hound. And the more he advanced in the art, the more approval was shown by the other dedicated alchemists in the hub towards this clearly talented young alchemist.

Overtime this approval turned into a rapid series of apprenticeship changes with Leoric being handed around between the higher ranked alchemists present in the city, quickly absorbing all that they had to teach within their specialties and after only two years of induction into the alchemical school he reached journeyman. It was shortly after this that he also got his nickname, as he to celebrate his own journeyman status performed an alchemical ritual on his own teeth to make them shine like diamonds while also strengthening them to the point where they could easily bite through steel.

Unfortunately, it was shortly after this point that his former masters and colleges decided that while Leoric was a diligent student, if perhaps not entirely stable when it came to applying his brand of alchemy, he needed more experience in the real world. So at their urging, Leoric was equipped and sent out into the world. With their well wishes and promises of future correspondence of course.

What followed was a year of rapid travel across the shale kingdoms, hiring himself out to whoever could afford him or to whatever job piqued his interests. This is what eventually led him to the kingdom, and its most recent war.

During the most recent war Leoric was present within a border town, one being directly overseen by a member of the royal court, while it was being attacked. Quickly realizing that this would be a perfect time to try out some of his more destructive alchemical inventions Leoric approached the commander of the defending garrison offering his services. What followed the commanders acceptance was a reminder to everyone why alchemists while not as flashy as elementalists are still to be feared.

Though details are vague and sometimes contradictory many agree on a few points. Wooden bridges should not explode. Water should not melt iron. Arrows should not burn through people like paper. And small dog men should not stand in the midst of collapsing, burning buildings amongst the scattered pieces of an enemy unit of knights laughing while throwing exploding balls of iron wildly around him.

Still, the commander was quite impressed by the small hound and quickly recommended him to the king for further services. And the king after meeting this odd mix of traits and over a few months of getting to know him, quickly realized that this was a chance to both permanently acquire a powerful alchemist for the kingdom aswell as an advisor on magic and various scientific subjects.

Inventory:
Mage Robes(enchanted: durability(steel), strength(steel), soft(silk), disperse)
Chem-Shot(enchanted: durability(diamond), focus)(gift)
Warhammer(enchanted: durability(diamond), focus)(gift)
Mobile Lab(wagon)
Frost Grenades x10
Acid Grenades x10
Inferno Grenades x20
Shrapnel Grenades x20
Bridge Busters(satchel charges) x5
Journal: contains advise and notes from former teachers and masters, including several alchemical formulas
Bergorin Gun Prototype (good quality, enchanted)
Infantry Mortar Prototype (enchanted)

Cash:
42500 gp

Blueprints:
Explosive Bullets
Grenades
Grenade Launcher
-- Shrapnel Shells
-- Incendiary Shells
The Bergorin Gun [Good quality]
Infantry Mortar
The Longstrike MK1

Concepts:
Beginner:
Movement
Disperse
Focus

Apprentice:
Addition / Subtraction

Journeyman:
Substitution

Spells:
Beginner:
Enchant: grant magic property
Dispell: remove magic property and cancel spells
Focus Shot: shaped magic ranged magical attack

Apprentice Level:
Additive Properties: Allows you to increase a particular property of an object. IE you can make something harder, make it more flexible, or make it more conductive. You can only do one at a time.
Cost: Moderate
Range: Touch
Advances:

Subtractive Properties: Allows you to reduce a particular property of an object. IE you can make something less hard, make it less flexible, or make it less conductive. You can only do one at a time, though you can stack this with Additive.
Cost: Moderate
Range: Touch
Advances:

Journeyman Level:
Substitute: Allows you to transfer properties. You can switch heat, energy, take explosive properties and transfer it, make a stick like metal ect. This destroys the original material, and you need equivalent exchange. You can be rather granular with it
Cost: Heavy
Range: Touch
Advances:

Mastery Level:
Point of Reference: Allows one to mentally diagram something exactly. Down to the molecular level. Using this, a master has little need of any tools or other materials to identify objects. It doesn't detect magic however. This diagram lasts until the analysis is done on a different object. Writing down what is analyzed will lose some of the information. Can effect a cubic meter a second.
Cost: Minor
Advances:

To Worlds Unending: Alters a material on a molecular level, and cascades it along that substance. At it's simplest form it can be used to crumble buildings. At it's most complex form it can cause sand to turn to glass, metal to crumble, and so on. Doesn't work very well against aggregate substances like natural soil.
Cost: Moderate
Range: Touch
Advances:

And Leaps of Faith: This spell disregards everything. All natural laws are violated by it, all forms of matter obey it. There is nothing that can stop it, or alter it. It follows nothing but the will of the master using it. When used, it changes up to 5 cubic yards into something else. Lead into gold, flesh to stone, air to food. This change is permanent, and immediate. It does however, need you to know what you are turning it into, and you must know the object being changed extensively.
Cost: Extreme
Range: Touch
Damage: Extreme (When applicable)
Advances: +


Misc:
Buyable Materials: cost 1000sp, +10 roll(any)
Potential Concept - Creation: the creation of something from the unbound energy of the universe itself. The shaping of that without presence or percievable nature, the restructuring of existance itself into shape and form. Where Addition enchances. Subtraction weakens. Substition moves from one to the other. Where transmutation changes A to B, creation binds the immaterial energy all around to create both.

Potential weapons:
Longstrike MK2 "Behemoth"
Destroyer turret system

Last Update: Turn 26
 
Illias Whitley
Age: 21
Race: Human
Birthplace: Kindom of Shale, Omega City.

Occupation: Advisor/Diplomat, Journeyman Air Mage
Previous Occupation: Advisor for the Omega Criminal Enterprises
Profficiency: Diplomancy
Talents: Connections (Mob Background), Silvertounged (Diplomancy bonus)
Disadvantage: Mob Background (Mob might 'request' Illias sponsor certain items in the kings court)

Background: Growing up in the slums of Omega, life has never been easy for Illias. He's had to fight for just about everything he's ever gotten. Well I say fight, what I mean is find ways into giving him it via a mix of trickery and persuasion. Eventually, though a set of twists of fate Illias ended up mediating between Omega Criminal Enterprises (localy known as the mob) and the slum dwellers on a deal the mob was facing heavy resistance on.

From there he's slowly risen in the ranks of the mob untill he was an advisor to the boss. Throughout all this he has however avoided actually commiting any particulary criminal acts. He jumped at the offer to become the kings advisor, seeing it as anouther climb. The Boss was unhappy to see him go but understanding that when the king calls you go. That said its likely he intends to use Illias as a method to place suggestions in the kings ear.

Cash: 55,000 SP

Medium Spy Network (Internal)
The Beginings of 'Something' (Kasaugi)

Abilities:
Mob contacts - Can hire the mob for various tasks
Hub contacts - You can find someone who'll buy anything there. (Allows the search for contracts)

Silvertounged - Diplomacy bonus. (+30)

Journeyman Diplomancer: !!!! credit towards mastery
Journeyman 'Spy': !!! credit towards mastery

Magic (! is a credit)
Movement: !!!!
Disperse:
Focus: !

Journeyman Air

Spells:

Quickstep- You blur out of sight for a moment. You must move in a straight line, and it's only for a few feet, but it's ridiculously fast.
Cost: Minor

Wind Bullet: A variant of focus shot, far more refined. While focus shot is a fist, Bullet is a claw. When it hits, it shreds.
Cost: Minimal

Dead Air: Allows you to separate the air in your lungs and expel it almost completely sans oxygen. This has a side effect of making you capable of holding your breath for a good few minutes.
Cost: Low

Dance with Me: An Air Mage is always moving. When moving, you can take the air with you now. Right now, it's a fluttering breeze. With practice, you can direct the air to slash with a movement, or perhaps pull along a nearby foe.
Cost: Moderate

Blowhard: Inhale, exhale, and blow. Instead of the little stream of air you normally have, you will get a mighty gale.
Cost: Moderate

Light Steps: You are half as heavy as normal while maintaining this spell.
Cost: Minimal.

Flow: Wind and air current no longer effect you. You are capable of standing in a hurricane should you wish and not be touched by the air.
Cost: Minimal - moderate depending on the wind speed

By Wind You Speak: Sends a message to people within a certain distance. You can manage half the country. Your master can speak with you from across the country, and a bit more.
Cost: Heavy

Scent in the Wind: Allows one to pick out various scents that are far too minute for others to trace. Your master smell things for miles if he wishes. You, less so, but still far more than any others.
Cost: Minor

Pindrop: With appropriate proficiency, a air mage can make out distinct sounds across the room. This spell allows one to discern individual sounds at far greater ranges than anyone else.
Cost: Minor

Sicle Blade: A vicious offensive spell that causes a paper thin cut across a large area. Low levels it goes through clothing. Higher levels can get more dangerous.
Cost: Minor to Extreme
Damage: Minor to Heavy
 
That works fine. Lets call that it for how many people we have as councilors. If I feel we can handle more later, or people stop playing, Ill let more in.
 
How is agriculture in the kingdom? Are there Rivers? Whats the base food source? Do we have ample water supply? Crop Rotation and land nourishment with crops like peas, or beans?

What resources (metal and otherwise) do we have available? How are they being explored? Have we mapped the kingdom for available resources for exploration?

How are the fortifications on the Broken Shards border? Do we get incursions?

How are the fortifications on the Horse Lords border? How often are the incursions? Their size? How effective are our troops on that side?

Does Kasugai have any worthwhile resources? What type of leadership do they have?

How many magic users are currently in the kingdom? Can we hire them for various application? Would it cost too much? Do we have any in the Government payroll right now?

EDIT: Also if itsnt too much of a bother a map is always nice, but take all the time you want.
 
How is agriculture in the kingdom? Are there Rivers? Whats the base food source? Do we have ample water supply? Crop Rotation and land nourishment with crops like peas, or beans?

Base food supply is mostly various wheats. There are a few rivers. The biggest one is the one that flows down the mountains, through Omgea and into the Broken Shards.

What resources (metal and otherwise) do we have available? How are they being explored? Have we mapped the kingdom for available resources for exploration?

No resources aside from livestock and plenty of fertile land. They aren't being explored, and you don't have a map.

How are the fortifications on the Broken Shards border? Do we get incursions?

Nope, and yes. The Militia handles a lot of the incursions. They do poorly.

How are the fortifications on the Horse Lords border? How often are the incursions? Their size? How effective are our troops on that side?

Nope. Every spring and summer they can happen. Ranging from raiding party to full on warband. Troops are ineffective for the most part. Even your professional military takes heavy losses if they try to directly confront. By now it's hide and wear them down enough to force them to leave.

Does Kasugai have any worthwhile resources? What type of leadership do they have?

Actually have a lot of untapped metals. Leadership is an ineffectual and corrupt royalty.

How many magic users are currently in the kingdom? Can we hire them for various application? Would it cost too much? Do we have any in the Government payroll right now?

There are roughly 1,000 Journeymen for hire. (2,000 SP a block for one journeymen)

There are around 5,000 Apprentices for hire. (20 SP a block for one Apprentice)

There are no masters around for hire at present. (Masters would cost 4,000 SP a block)

Mages aren't cheep as you can see, so you have none on payroll at the moment.

And no maps. You would have to pay for it. (I would also have to draw it with paint :p )
 
Right so out of the advisors we have:
4 Mages. (2 Druids, 1 Necromancer, 1 Alchemist.) All Journeyman level.
1 Scientist/Merchant
1 Military Man
1 Diplomat.

That's... A lot of mages.

Ok, questions.
What are the roads like? How much trade do we have with other places?

How is national moral/pride in their country?

How stable is the country?

What's the birth and death rate?

Also, how educated is the average member of our kingdom?

Oh, and when in the timeline does this come? As in has Driven discovered the life concept yet? Have the Hound People pushed back the Horse Lords. Have the Hound People discovered the Fairys yet? Etc.
 
Do we do this "Crop Rotation and land nourishment with crops like peas, or beans."? How are things for animal agriculture? Any interesting animals we breed?

How hard would it be to start production of rifles? Or even artillery?

Getting a Map of the territory is probably worth an action right now. Expanding Agriculture especially cash crops would be a worthwhile idea at this stage, especially if we can guarantee we wont ruin the soil too much with proper measures.

Conquering the Kasugai would be a worthwhile goal, especially if they are weak, resources are a very good thing, especially metals.

Broken Shards border as long as the problem doesn't get too big its simply isn't worthwhile to reinforce. On the Horse Lords border its looking like it would be worth it to reinforce in the medium term, stopping them cold will get us experience and likely make us look stronger. Of course casualties will be high.
 
Vizzi said:
Broken Shards border as long as the problem doesn't get too big its simply isn't worthwhile to reinforce. On the Horse Lords border its looking like it would be worth it to reinforce in the medium term, stopping them cold will get us experience and likely make us look stronger. Of course casualties will be high.
On a personal level i have a particular interest in the Broken Shards border, and possibly the rural areas as well, which will be part of my focus, though i agree that we will probably need to figure out some way of making the horselords unhappy enough to leave us be.
 
Timeline wise, right now this is just a biiiit before Driven leaves towards Hub. Allia will actually be up for hire for a season within a few turns.

Roads are non-existant. Primary trade is ship to Alpha and the only road to Omega.

Pride is non-existant.

Stability is actually pretty high, if only because it's dangerous elsewhere.

Birth and death rate are stable at the moment. No changes.

Education is poor to middling. Cities have education.

Crops are basically 'plant food'. You actually have a decent amount of livestock in the rural area (Cows, Sheep, Horses). Nothing exotic at the moment.

Rifles would require mages or blacksmiths (They can use the basics needed for rifles) and a blueprint. Artillery likewise.
 
Welp, I have a few ideas for collaboration between us advisory types. I'll wait to lay them out until later, when we've got a better base and more... Hmm. 'Research Subjects'.

For now, I guess we should just wait warmly for the first update?
 
To be fair, when it comes to complaints about the number of mages, we can do more than mere magic. The alchemist is pretty much a magical scientist, the druids can be absolute beasts (pun not intended) in combat as well as more utilitarian things and once I hit mastery, and necromancy becomes a bit more mainstream, I can save a ton of money on soldiers. In Endroads, once you join the military you don't leave, not even if you die. In addition once I get Death down pat I intend to master the concept of Time. That will be so much fun.

Also, when it comes down to Counselor Actions, do we get just one or do we have one Major Action and as many Minor Actions as reasonable? By Minor I mean something we can do in our free time, not the central focus of the turn a Major Action will be.

Also also, would it be reasonable to assume that I know pretty much every general spell an apprentice and journeyman necromancer would know?

Also also also, could I get a list of the most common necromantic spells or should I just use Driven's pre-ANiY spell list?
 
Meanwhile, I will be working on my mercantile contacts, obtaining mercenary support, etc.

Later on, would you like to do a joint venture exploring the human body? EG, dissection and study of both living and dead test subjects to further our grasp of SCIENCE!
 
True. Mages are very versitile. On that note though, there are 4 journeyman mages here. Would someone be prepared to dedicate an hour a day to teaching me the basic aprentice level concepts?
Vindictus said:
Meanwhile, I will be working on my mercantile contacts, obtaining mercenary support, etc.

Later on, would you like to do a joint venture exploring the human body? EG, dissection and study of both living and dead test subjects to further our grasp of SCIENCE!
I'm a diplomat, and silvertounged with conections to the mob. Would you like some help expanding your merchant empire?
 
Vindictus said:
Meanwhile, I will be working on my mercantile contacts, obtaining mercenary support, etc.

Later on, would you like to do a joint venture exploring the human body? EG, dissection and study of both living and dead test subjects to further our grasp of SCIENCE!
I'm going under the belief that I, as a necromancer and part time healer, already understand all there is to know about the human body. Though if you need any help, just ask.
 
I believe it's canon that most people have some grasp of the basic concepts.

Hmm. Since our country already seems based on guerilla tactics, I wonder....

[Vindictus considers plans for elite supersoldiers]

... Heh. It's interesting what we may be able to do, with Druids and Necromancers working in tandem...

One word.

Jaegermonsters.
 
FriedIce said:
True. Mages are very versitile. On that note though, there are 4 journeyman mages here. Would someone be prepared to dedicate an hour a day to teaching me the basic aprentice level concepts?

I'm a diplomat, and silvertounged with conections to the mob. Would you like some help running your merchant empire?
I'll be willing to teach the basics but unless I am mistaken you can't learn much beyond the absolute barest of the bare bones without actually becoming a mage. Meanwhile, I am imagining zombies and skeletons as mob enforcers. It is a glorious image.
 
Vindictus said:
I believe it's canon that most people have some grasp of the basic concepts.

Hmm. Since our country already seems based on guerilla tactics, I wonder....

[Vindictus considers plans for elite supersoldiers]

... Heh. It's interesting what we may be able to do, with Druids and Necromancers working in tandem...

One word.

Jaegermonsters.
That kind of thing is probably going to backfire horribly in terms of actually working and how people will look upon the kingdom.

Since for it to actualy work we would need something like what happened with the Hounds and their Champions, thousands of people dead just so that we can have a few effective 'guys' (As in one hand few most likely). And that never bodes well.
 
drakean said:
I'll be willing to teach the basics but unless I am mistaken you can't learn much beyond the absolute barest of the bare bones without actually becoming a mage. Meanwhile, I am imagining zombies and skeletons as mob enforcers. It is a glorious image.
I want to learn the begginer level concepts. From there I might or might not go on to choose a dicipline. Either way the apprentice level concepts are still rather usefull on their own.
 
FriedIce said:
I want to learn the apprentice level concepts. From there I might or might not go on to choose a dicipline. Either way the apprentice level concepts are still rather usefull on their own.
Don't apprentice level concepts already lock you in a school?
 
Well I'm pretty much a specialist in creature crafting. So my focus will be creating organisms for higher yields of food, better abilities to cope with the terrain (maybe even allowing us to have a mounted force for difficult terrain areas), and growing of specialist creatures which can be utilized as shock troops.

Especially important for me will be traveling into the Broken Shards to look for organisms with unique abilities which we can add to our own creatures. I'm also going to need to hire/train a cadre of other mages to be part of a rapid breeding program so that creatures that i develop can be quickly cycled into use... and train up a regiment of animal handlers to work with the creatures i create.

Anyone who wants to spend a few turns with me in broken shards hunts would get my gratitude... and probably a creature of choice.
 
I'd say look into reproducing Rifles this turn and perhaps teaching Blacksmiths and others how to make them. That would be a good thing i reckon.
 
Vindictus said:
I believe it's canon that most people have some grasp of the basic concepts.

Hmm. Since our country already seems based on guerilla tactics, I wonder....

[Vindictus considers plans for elite supersoldiers]

... Heh. It's interesting what we may be able to do, with Druids and Necromancers working in tandem...

One word.

Jaegermonsters.
You know i already said you and me were going to be good pals. LOL
 
I think my main thing this round will be to get back in contact with the mob in Omega. Assure them that I'm still one of them. Subtly hint that I wouldn't be adverse to representing their interests in court. Etc. Basically networking. Also, I'm going to ask them to keep there ears open on any threats ot the kingdom, intersting rumours, usefull snipits of information.

Yes. I'm planning on using the mob as a basic counter-intelligence and intelligence task force.

Also I'll devote any spare time to learning the begginer level concepts for magic.
 
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