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[Let's Play]Choice of Magics -Second run

HK-50

Protocol and Translation
Validated User
We want to bring back the wonders of the ancients.

The high magister translates for the Senate, but seems to elaborate on what you just said—according to him, you want to bring back the weapons of the ancients, the ubiquitous inventions of the ancients, the monsters of the ancients.

"That cannot be allowed to happen," the high magister says. "Since the Great War, we have imposed strict limits on the use of magic. We will not be undone by some wild mage playing with toys they do not understand."

"Who else uses magic in your kingdom?" the high magister asks. "We have had…conflicting reports."

1."Our saints and hierophant use miracles, but that's different."
2."Our saints and hierophant all use magic."
3."Akriton's fortune-teller knows magic now."
4."I can't think of anyone who can use magic."
Spoiler: Show

Saint Zig

Appearance-

A stylish person wearing a fox pendant and dark robes that seem to harbor latent malevolence

Magic-

Negation:15
Automation:8
Glamor:2
Divination:6
Vivomancy:5

Skills-

Ancient History: 5 (Good)
Fighting: 5 (Good)
Subtlety: 6 (Excellent)
Charisma: 4 (Good)


Personality-

Optimism:40%/Caution:60%
Humor:45%/Solemnity:55%
Empathy:35%/Calculation:65%

Relationships-

Tal: 45 (Bad)
Cos: 55 (Good)
Sam: 37 (Bad)
Thecla: 61 (Very Good)
Church: 40 (Bad)
Undiscovered relationships: 1

Kingdom-

Kingdom Power: 7 (Good)

Adoration:56%/Vilification:44%

Inventory-

Gold: 593 gold
Sword
Alchemy Set
Torc of Life and Death
Blue Luxgladius
Maximus Nought the Golem
Golem Manual

Students-

Seer Marie

Pets-

None

The Dead-

The Academy Inquisitor

Plot Points-

Chapter 1:

You and Tal stumbled on an ancient magic academy.
You discovered a book of vivomancy, and an inquisitor chased you.
You found an ancient dueling ground.
You killed the inquisitor.
The inquisitor fled your luxgladius, but you chased him down and murdered him.
You explored the academy library.
A divination revealed a potential ally in the form of a golem, so you took a manual on the operation of golems from the library.
You gained control of the golem.
You made your way through an ancient harpyball arena.
You went around the back way into the auditorium.
You went around the back way into the laboratory.
You obtained a dragon egg from the crow's nest of an ancient airship.
The flame from the dragon's breath threatened to consume the whole sunken academy.
You escaped the magic academy and headed for your hometown of Akriton.

Chapter 2

You flew up the coast of the Negative Sea back to Akriton.
You told your parents that you now wield great power.
You met a hat seller but bought nothing from her.
You taught Seer Marie real magic.
Seer Marie told your fortune with kalot cards.
You allowed a thief to steal from Fruitseller Fran.
You parted and destroyed the death cloud threatening Akriton.
In jail, you heard you have visitors from the capital.

Chapter 3

Your visitors introduced themselves as the inquisitors Blessed Sam and Blessed Jacob, and they asked you some questions.
Blessed Sam asked you to heal his pet dragon, Thomas.
Sam left you bound, and you remained captured and set to be brought to the capital.

Chapter 4

You found yourself captured in the basement of the Cathedral.
You waited in the dungeon of the Cathedral, hoping for rescue.
The hierophant came to make an offer of sainthood to you.
You became a saint.

Chapter 5

You briefly returned to Akriton to prepare for sainthood.
You refused to turn over your magical items, and the offer to become a saint was rescinded.
You visited an artifact seller in the market who sold a variety of rare items, including something called a fateshaper.
Seer Marie told a fortune in which time is running out, things would come back from the past to haunt you, and you needed to pick something to concentrate in.
She said further you would have your choice between power and chaos, ingenuity and a desperate plan, a shattering crown, a monster with an all-seeing eye, and a tree hiding an enemy, and that you should embrace the magics of the sun when you walk in the shadow of death.
The queen offered you a position as an advisor, which you accepted.

Chapter 6

You returned to the capital, summoned by the queen for an interview.
You became an unofficial magical advisor to the queen.
You moved into the royal palace.
Spymaster Dol reported sightings of the Neighbors' airships near the Negative Sea.
The queen asked you to determine in what ways the kingdom should adopt magic to stay competitive with the Magisterians.
Blessed Sam became Blessed Advisor Sam when you arrived at court.
You recommended using negative energy as the main way to power the kingdom's industry and military.
You suggested the queen use glamor magic when interacting with the people.
Your power plants and factories came online without a problem.
You learned from a book that negative burn and rot cancel each other out.
Cos revealed a penchant for piloting.
A visit to your mother turned deadly when she turned out to be a shapeshifter, who attacked you with a knife.
Your mother recalled the shapeshifter was Fruitseller Fran.
Your mother's house was destroyed by a Magisterian bombardment.
You surrendered and allowed yourself to be captured.

Chapter 7

You were brought before the high magister and made to answer his questions before the Magisterian Senate.
You gave the high magister the real location of the sunken academy where you learned magic.
 

HK-50

Protocol and Translation
Validated User
Akriton's fortune teller.

"A fortune-teller?" the high magister says, sounding perplexed and incredulous.

"She was quite an able student and knew many fragments of divination that even I didn't know, handed down through the generations," you say.

The high magister looks displeased as he relays this information to the Senate. A senator raises his hand, and the high magister calls on him.

"High magister," he says. The divination spell doesn't translate his words, but you understand most of them all the same. "With all due respect, who's to say these Eirinians don't have all kinds of lore that is in fact knowledge of the ancients? Are we walking into a trap if we invade?"

"It's just one fortune-teller," the high magister shoots back. But you think the objection has some kind of effect on the Senate, because they start nervously whispering to each other.

"Very well, who else knows magic in your kingdom?" the high magister asks.

1."Our saints and hierophant use miracles, but that's different."
2."Our saints and hierophant all use magic."
3."I can't think of anyone else who can use magic."
Spoiler: Show

Saint Zig

Appearance-

A stylish person wearing a fox pendant and dark robes that seem to harbor latent malevolence

Magic-

Negation:15
Automation:8
Glamor:2
Divination:6
Vivomancy:5

Skills-

Ancient History: 5 (Good)
Fighting: 5 (Good)
Subtlety: 6 (Excellent)
Charisma: 4 (Good)


Personality-

Optimism:40%/Caution:60%
Humor:45%/Solemnity:55%
Empathy:35%/Calculation:65%

Relationships-

Tal: 45 (Bad)
Cos: 55 (Good)
Sam: 37 (Bad)
Thecla: 61 (Very Good)
Church: 40 (Bad)
Undiscovered relationships: 1

Kingdom-

Kingdom Power: 7 (Good)

Adoration:56%/Vilification:44%

Inventory-

Gold: 593 gold
Sword
Alchemy Set
Torc of Life and Death
Blue Luxgladius
Maximus Nought the Golem
Golem Manual

Students-

Seer Marie

Pets-

None

The Dead-

The Academy Inquisitor

Plot Points-

Chapter 1:

You and Tal stumbled on an ancient magic academy.
You discovered a book of vivomancy, and an inquisitor chased you.
You found an ancient dueling ground.
You killed the inquisitor.
The inquisitor fled your luxgladius, but you chased him down and murdered him.
You explored the academy library.
A divination revealed a potential ally in the form of a golem, so you took a manual on the operation of golems from the library.
You gained control of the golem.
You made your way through an ancient harpyball arena.
You went around the back way into the auditorium.
You went around the back way into the laboratory.
You obtained a dragon egg from the crow's nest of an ancient airship.
The flame from the dragon's breath threatened to consume the whole sunken academy.
You escaped the magic academy and headed for your hometown of Akriton.

Chapter 2

You flew up the coast of the Negative Sea back to Akriton.
You told your parents that you now wield great power.
You met a hat seller but bought nothing from her.
You taught Seer Marie real magic.
Seer Marie told your fortune with kalot cards.
You allowed a thief to steal from Fruitseller Fran.
You parted and destroyed the death cloud threatening Akriton.
In jail, you heard you have visitors from the capital.

Chapter 3

Your visitors introduced themselves as the inquisitors Blessed Sam and Blessed Jacob, and they asked you some questions.
Blessed Sam asked you to heal his pet dragon, Thomas.
Sam left you bound, and you remained captured and set to be brought to the capital.

Chapter 4

You found yourself captured in the basement of the Cathedral.
You waited in the dungeon of the Cathedral, hoping for rescue.
The hierophant came to make an offer of sainthood to you.
You became a saint.

Chapter 5

You briefly returned to Akriton to prepare for sainthood.
You refused to turn over your magical items, and the offer to become a saint was rescinded.
You visited an artifact seller in the market who sold a variety of rare items, including something called a fateshaper.
Seer Marie told a fortune in which time is running out, things would come back from the past to haunt you, and you needed to pick something to concentrate in.
She said further you would have your choice between power and chaos, ingenuity and a desperate plan, a shattering crown, a monster with an all-seeing eye, and a tree hiding an enemy, and that you should embrace the magics of the sun when you walk in the shadow of death.
The queen offered you a position as an advisor, which you accepted.

Chapter 6

You returned to the capital, summoned by the queen for an interview.
You became an unofficial magical advisor to the queen.
You moved into the royal palace.
Spymaster Dol reported sightings of the Neighbors' airships near the Negative Sea.
The queen asked you to determine in what ways the kingdom should adopt magic to stay competitive with the Magisterians.
Blessed Sam became Blessed Advisor Sam when you arrived at court.
You recommended using negative energy as the main way to power the kingdom's industry and military.
You suggested the queen use glamor magic when interacting with the people.
Your power plants and factories came online without a problem.
You learned from a book that negative burn and rot cancel each other out.
Cos revealed a penchant for piloting.
A visit to your mother turned deadly when she turned out to be a shapeshifter, who attacked you with a knife.
Your mother recalled the shapeshifter was Fruitseller Fran.
Your mother's house was destroyed by a Magisterian bombardment.
You surrendered and allowed yourself to be captured.

Chapter 7

You were brought before the high magister and made to answer his questions before the Magisterian Senate.
You gave the high magister the real location of the sunken academy where you learned magic.
 

Harlander

Almost determinedly non-useful
RPGnet Member
Validated User
This is going in an interesting direction.

2. There's actually a whole class of people using magic.
 

HK-50

Protocol and Translation
Validated User
The saints and hierophant.

"Our holiest people use magic," you say. "To heal, and to inspire people to be better."

The high magister translates for the Senate, and you sense sarcasm in his telling of it. But the Senators whisper to each other and give the high magister suspicious looks.

"We have heard of your saints' miracles, but we thought them mere hearsay," the high magister says. "How much magic do they know?"

1."Enough to destroy you if you displease them."
2."It's all very peaceful magic. Little automation, no negation."
3."The full extent of the Church's knowledge is a mystery even to me."
Spoiler: Show

Saint Zig

Appearance-

A stylish person wearing a fox pendant and dark robes that seem to harbor latent malevolence

Magic-

Negation:15
Automation:8
Glamor:2
Divination:6
Vivomancy:5

Skills-

Ancient History: 5 (Good)
Fighting: 5 (Good)
Subtlety: 6 (Excellent)
Charisma: 4 (Good)


Personality-

Optimism:40%/Caution:60%
Humor:45%/Solemnity:55%
Empathy:35%/Calculation:65%

Relationships-

Tal: 45 (Bad)
Cos: 55 (Good)
Sam: 37 (Bad)
Thecla: 61 (Very Good)
Church: 40 (Bad)
Undiscovered relationships: 1

Kingdom-

Kingdom Power: 7 (Good)

Adoration:56%/Vilification:44%

Inventory-

Gold: 593 gold
Sword
Alchemy Set
Torc of Life and Death
Blue Luxgladius
Maximus Nought the Golem
Golem Manual

Students-

Seer Marie

Pets-

None

The Dead-

The Academy Inquisitor

Plot Points-

Chapter 1:

You and Tal stumbled on an ancient magic academy.
You discovered a book of vivomancy, and an inquisitor chased you.
You found an ancient dueling ground.
You killed the inquisitor.
The inquisitor fled your luxgladius, but you chased him down and murdered him.
You explored the academy library.
A divination revealed a potential ally in the form of a golem, so you took a manual on the operation of golems from the library.
You gained control of the golem.
You made your way through an ancient harpyball arena.
You went around the back way into the auditorium.
You went around the back way into the laboratory.
You obtained a dragon egg from the crow's nest of an ancient airship.
The flame from the dragon's breath threatened to consume the whole sunken academy.
You escaped the magic academy and headed for your hometown of Akriton.

Chapter 2

You flew up the coast of the Negative Sea back to Akriton.
You told your parents that you now wield great power.
You met a hat seller but bought nothing from her.
You taught Seer Marie real magic.
Seer Marie told your fortune with kalot cards.
You allowed a thief to steal from Fruitseller Fran.
You parted and destroyed the death cloud threatening Akriton.
In jail, you heard you have visitors from the capital.

Chapter 3

Your visitors introduced themselves as the inquisitors Blessed Sam and Blessed Jacob, and they asked you some questions.
Blessed Sam asked you to heal his pet dragon, Thomas.
Sam left you bound, and you remained captured and set to be brought to the capital.

Chapter 4

You found yourself captured in the basement of the Cathedral.
You waited in the dungeon of the Cathedral, hoping for rescue.
The hierophant came to make an offer of sainthood to you.
You became a saint.

Chapter 5

You briefly returned to Akriton to prepare for sainthood.
You refused to turn over your magical items, and the offer to become a saint was rescinded.
You visited an artifact seller in the market who sold a variety of rare items, including something called a fateshaper.
Seer Marie told a fortune in which time is running out, things would come back from the past to haunt you, and you needed to pick something to concentrate in.
She said further you would have your choice between power and chaos, ingenuity and a desperate plan, a shattering crown, a monster with an all-seeing eye, and a tree hiding an enemy, and that you should embrace the magics of the sun when you walk in the shadow of death.
The queen offered you a position as an advisor, which you accepted.

Chapter 6

You returned to the capital, summoned by the queen for an interview.
You became an unofficial magical advisor to the queen.
You moved into the royal palace.
Spymaster Dol reported sightings of the Neighbors' airships near the Negative Sea.
The queen asked you to determine in what ways the kingdom should adopt magic to stay competitive with the Magisterians.
Blessed Sam became Blessed Advisor Sam when you arrived at court.
You recommended using negative energy as the main way to power the kingdom's industry and military.
You suggested the queen use glamor magic when interacting with the people.
Your power plants and factories came online without a problem.
You learned from a book that negative burn and rot cancel each other out.
Cos revealed a penchant for piloting.
A visit to your mother turned deadly when she turned out to be a shapeshifter, who attacked you with a knife.
Your mother recalled the shapeshifter was Fruitseller Fran.
Your mother's house was destroyed by a Magisterian bombardment.
You surrendered and allowed yourself to be captured.

Chapter 7

You were brought before the high magister and made to answer his questions before the Magisterian Senate.
You gave the high magister the real location of the sunken academy where you learned magic.
 
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