Necromancer Lord

Necromancer Lord


A group of mages wash up on a shore after a shipwreck during an attempt to escape the circle. The island is inhabited by people without a lord and protector. This is the chance to build a powerful island nation.

437 readers have visited Necromancer Lord since Aniihya created it.


Due to practicing the forbidden arts, a group of mages is on the run from the circle of mages, the regulatory organisation of mages. During their escape by sea the group shipwrecks. The next morning they wake up on the shoreline of Horse Island, a medium size island barely known. The people who live there live in peace however lack a lord and protectors. This is the chance for the mages to win over the populace and build a powerful island nation to keep the circle away. Now they function from a small run down fort not far from the shoreline and are gathering resources by offering their services to the local populace.

Horse island: On the map a rather medium sized island. From the perspective of a person it takes eight days to travel from one side to the other side of the island by foot or three by horse. The island doesn't belong to any nation and the past lord died nearly ten years ago. The island is quite populous, relatively crime free and lives mostly from agriculture, fishing and copper mining. The island is home to one of the best breeds of horses.

Starting point: The fort of Summerhorn. It possesses an intact living quarters, stables and a rather tall wall. The necromancers/mages operate from here.

More info coming soon...

Character sheet:

Race (Human or Elf)
Clothing (I recommend something befitting of a dark mage or similar. It is not must though.)
Skills (up to five)
Magic type (Necro, Blood, Death, Summoning, Demonologist)
Equipment (including weapons)

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No godmoding
At least 80 words per post.
Genre is a cross of classic freeform RPG and nation building with more emphasis on RPG.

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