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by Leli on Thu Oct 13, 2011 9:00 pm
This is a plot I've been playing with for a long time in my head, and it's recently gotten to a point where I can't stop thinking about it, so I think this ought to help me with that. Right now I'm looking for as much input as I am interest. Any suggestions, ideas, or comments are welcomed.
The Basic Plot
King William II of Amorah has, after his father's execution at the hand of a spellcaster, declared upon his arrival to the throne all practices of magic, except that of the holy lord, illegal. Amorah was not at the time a country of great power; it relied heavily upon the influence of spellcasters to turn the tides in their favor, often changing weather and influencing the growth of crops. Most recently they had won a seven year war between Amorah and Gerwall. For the first few years when the laws to burden spellcasters had yet to touch paper King William II sent forth hunting parties to imprison the most renowned of mages. These casters were executed, as were any of their students and family. Without them the outlawed magicians had neither the means nor motivation to stop the executions.
Sixteen years later, after the abolition of magic things have changed. Spellcasters are no longer executed upon capture, a method to silence them has been devised by the newly formed Adjudicators, mages specializing in countering magic, employed directly under King William II. Once silenced the mages are brought to prison, while the more renowned or heinous of them are sent to the centuries old coliseum. Either way the casters face certain death.
However age has touched King William II and he has become bothered, paranoid that not only is it the magicians in his country which seek to harm him, but all spellcasters. He set forth a new war, titled The Eradication and sent forth small squads of soldiers to the Gerwall borders to begin hunting their spellcasters. In response King Iverot of Gerwall has sent forth a small specialized squad of spellcasters to free the imprisoned mages of Amorah and with them usurp the king, just as he fears.
Playable Groups
Adjudicators
A group of highly specialized mages who act as agents of the king and are the only ones permitted to practice magic that isn't holy in nature and are also the only ones capable of silencing a mage and preventing them from drawing upon any kind of magical force. They work in groups of two or three with a small troop to aid them in escorting silenced mages to prisons. The art, as some call it, of silencing a mage is often brutal and includes knocking the mage unconscious and placing an enchanted iron band on them. This band is fastened with a bolt and bears an arcane circle; the binding part of the band. Adjucators of course are not limited to only silencing a mage as some may present to be too difficult to subdue. Given free reign by the king to study whichever school they desire, excluding necromancy, adjucators have become the last image of magic in the land.
Silenced Mages
Mages who have been captured and silenced by the adjucators. They are not people of great status or great power in comparison to other mages, but they are nonetheless practitioners of magic not deemed holy. Held captive in the Mervall Coliseum you have little choice but to do battle against soon-to-be champions of Amorah in armed combat or wait for death. However, rumors have arisen that soon the walls of the coliseum will fall and you can regain your freedom.
Gerwall Mages
Sent North from Gerwall under instructions of their king these mages are powerful adversaries even for the adjucators. Tasked with freeing the captured and silenced mages of Amorah they have devised a spell that will hopefully break the enchantment that seals a person's magical abilities. After this they aim to usurp the king from his throne and throw the country into disarray in order to give leeway to their army to march upon the capital of Amorah and free the land of King William II's tyranny.
Last edited by
Leli on Mon Oct 17, 2011 9:10 pm, edited 1 time in total.
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