Build A Magocracy!!!

Post/Author/DateTimePost
#1

janusunaj

Aug 26, 2008 14:01:12
I really love the "Build a City" threads. But I think it would be neat if the members of the boards would collaborate to construct a Magocratic capital of a wizard land, like a good aligned version of Thay. I'd like the city to start with several thousand occupants already in it, so that we can have established characters and NPCs running around.
One PC class character per 50 population, like in the other threads, sound fine.
So, here's a skeletal format of the city, I'll call it Arakku for now.
City Name: Arakku
Population: 6,000
Ruler: Makius Rhanahl, Lawful good, level 13 wizard
Professions:
3,000 level 2 commoners
1,500 level 3 commoners
750 level 4 commoners
375 level 5 commoners
187 level 6 warriors
93 level 7 Wizards
Important NPCs:
Headmaster Ramus Invictus, CG, Level 17 wizard. He's the highest leveled character in the known country. Some individuals are known to hide out in the wilderness and underground areas of the country known as Lall.

The rest are various level 5 Aristocrats. Noble classes have just been barely established, and PC classes are not counted in the population until the board members introduce them.

City Traits: Arakku is tiny for a nation's capital. It does qualify for a small city, however. Arakku educates students into becoming wise masters of the arcane arts, or at least has a strong desire to do so. The fighting warriors of Arakku are very skilled and experienced, having just fought a civil war. The city is walled, and has unusually fertile soil along the river. The Head Master Invictus'es wish spell ensures that the river will never flood, and another wish spell at the river's source ensures that it produces a bonanza of harvest twice a year. The city lacks very skilled craftsmen, but unusually high level commoners are known for being able to be somewhat good at limited crafts themselves. So far, all known enemies of Arakku and the nation of Lall are gone, leaving the country to rebuild itself.

Agenda: I propose that we begin to construct the citie's Expert, and PC classes to start the thread off.
#2

fodigg

Aug 27, 2008 14:24:34
Do I take it that this is for a 3.x game?
#3

krichaiushii

Aug 27, 2008 14:33:50
Just random thoughts, really...

6K sounds kind of small for a capital city - especially one that is guaranteed to never flood and promises a bountiful harvest twice a year - perhaps the area is like a boomtown, growing as tales of its fishing, nonflooding, magic-friendly environment gets out.

Also, is a single ruler fitting? Would not a Learned Council, consisting of one mage of each school specialty, perhaps with a rotating Council Head work better? Or at least add more politics and roleplaying?

As for experts, a city for wizards is bound to have a high demand for masterwork items to enchant, let alone all of the stuff needed for experiments.

The head of the glassblower's guild and the head of the bookbinder's guild might make for tradesmen with some political clout. Merchants who can provide the finest in gems, weapons, clothing, etc. may also hold clout.

Other wizard NPCs could be the instructors of the Academy that Invictus heads; then lots of low-level wizard students. To round the faculty out could be a gnome expert or two that teach alchemy.

As the city seems set to be Good aligned, are any schools of magic not taught, or just certain spells? What happens to me if I am caught practicing forbidden magic? Who enforces this punishment?

How much is schooling at the presumed academy? Does the state pay for it, can I trade service to learn there, can only members of certain races/religions/alignments learn there?

Also, how prominent is religion in this city, which temples are here? A temple to a god(dess) of magic or learning is fitting, as well as a secret cult dedicated to secrets. The common folk would have their temple of hearth and harvest, while that many veteran warriors would have some type of temple to a war god. Racial deities may show up, too.

What are the predominant races in this city? Player's Handbook or anything goes?

Sorry - way more questions than suggestions.
#4

janusunaj

Aug 27, 2008 15:47:39
Yeah, the King, however is the economic ruler and the figurehead. While the Learned Council do everything else.

6K sounds kind of small for a capital city - especially one that is guaranteed to never flood and promises a bountiful harvest twice a year - perhaps the area is like a boomtown, growing as tales of its fishing, nonflooding, magic-friendly environment gets out.

Also, is a single ruler fitting? Would not a Learned Council, consisting of one mage of each school specialty, perhaps with a rotating Council Head work better? Or at least add more politics and roleplaying?

As for experts, a city for wizards is bound to have a high demand for masterwork items to enchant, let alone all of the stuff needed for experiments.

The head of the glassblower's guild and the head of the bookbinder's guild might make for tradesmen with some political clout. Merchants who can provide the finest in gems, weapons, clothing, etc. may also hold clout.

Other wizard NPCs could be the instructors of the Academy that Invictus heads; then lots of low-level wizard students. To round the faculty out could be a gnome expert or two that teach alchemy.

As the city seems set to be Good aligned, are any schools of magic not taught, or just certain spells? What happens to me if I am caught practicing forbidden magic? Who enforces this punishment?

How much is schooling at the presumed academy? Does the state pay for it, can I trade service to learn there, can only members of certain races/religions/alignments learn there?

Also, how prominent is religion in this city, which temples are here? A temple to a god(dess) of magic or learning is fitting, as well as a secret cult dedicated to secrets. The common folk would have their temple of hearth and harvest, while that many veteran warriors would have some type of temple to a war god. Racial deities may show up, too.

What are the predominant races in this city? Player's Handbook or anything goes?

Sorry - way more questions than suggestions.

I was thinking that for most an Adept level 5 is considered impressive. To magicians themselves, a wizard level 12 is considered VERY good. So the idea about the magic school is o.k. Wizards rarely actually have training in the wizard class.

As for the religions, I"m thinking that no evil deity is worshiped.

How much is schooling at the presumed academy? Does the state pay for it, can I trade service to learn there, can only members of certain races/religions/alignments learn there?

I was thinking that schooling is basically service to the government for a few years, and maybe some small amount of gold. Say, for a one time payment, of 800 gold. Or maybe, 10 gold a month.

There is one large temple to Corellon and one large temple to Ioun, and everyone has has smaller temples and countless shrines in the city.
#5

janusunaj

Aug 27, 2008 15:48:10
Do I take it that this is for a 3.x game?

Yeah, 3-3.5 game.
#6

yellowdingo

Aug 28, 2008 8:40:27
Well it strike me that in a Magocracy all the Apprentice Wizards should be the Artisans skilled in the assorted support crafts. Their masters are wizards of power (or the 'adepts' of power). Change the Commoner and Expert to Wizard.

The presence of non wizard population should be subject to the culture of the state.

-If the PC cant cast spells he may be kept like a lab animal: "And here we have specimin #114743-34, This entity was unable to grasp the basics of magic despite the high intelligence and ability with languages."
-If it is not a world of thought police, then maybe there is a criminal element in the underclass: "Come on darling, Sex for a silver piece...I'll even call you a mighty wizard while we do it."
-An undetected underclass may be cowering in the Radiation Shadow of Antimagic fields found through the city: "I dont know Sargent Twentis, For a moment the detection spells caught a bunch of Goblins, but now they are gone."
#7

krichaiushii

Aug 28, 2008 10:31:48
Some potential members of the Learned Council, or at least some of the upper crust of society. Names and most stats are left to individual DMs.

NG Female Human Ari2/Wiz9
Stat priority: Int, Cha, Wis, Dex, Con, Str
Description: Her family's wealth allowed her to afford her studies, which focused in Divination. Her family's position allows for her to attend all sorts of gatherings, although she is partial to formal dances. Although she is always attended by at least one handsome male (human, half-elf, or elf), she has no consistent lover, though many claim they are hers. Her charity and natural ability to make almost anyone comfortable means that she shares many confidences and knows many secrets. Her political stance is that she supports the king as long as he is helping people by keeping them fed and safe. There are always at least three ioun stones spinning about her head.

Secret: She may use secrets against their owners if she thinks it necessary. The ari2/wiz8 terrifies her. She heads an informal information-gathering ring for the kingdom, although she sometimes prefers to get adventurers to act on her tips, rather than involve the government.

--------

LE Male Human Ari2/Wiz8
Stat priority: Int, Dex, Cha, Str, Con, Wis
Description: A strikingly handsome young man, his temper is as quick as his wit. Never without a matched set of dueling rapier and dagger by his side, his "honor" duels have sent many young men to an early grave. The king's recent passing of a law forbidding killing in duels has infuriated this mage no end. His political belief is that a strong army is necessary to keep the city safe - and an army is kept strong through constant use. He desires the F ari2/Wiz9, but she has so far spurned him. He prefers evocations over more subtle magics.

Secret: Has contacts with the shadier elements in town, and may hire one to kill off someone who should best him in a duel. Many commanders support him, and may help him (or approach him) stage a coup. Not above kidnapping or blackmailing the ari2/wiz9 to have his way with her. Poisoned his own parents to ensure he had access to family monies.

--------

LG Male Dwarf Wiz10
Stat priority: Int, Con, Wis, Str, Cha, Dex
Description: This older dwarf is never seen without his pipe, his walking stick, or his two mastiffs. Despite his gruff appearance, he is actually quite protective of the town, particularly children. Has friends amongst the craftsmen in town, primarily the metal and stone workers. He prefers abjurations to other magics, and would rather subdue than kill attackers.

Secret: Of course, both the pipe and the walking stick are custom magic items. Is madly in love with an Elf - if word gets out of their affair, he will be shunned in the local Dwarven community.
#8

janusunaj

Aug 28, 2008 13:43:58
60 new members:
Conscripts from around the country side. Gestalt Warrior/Adepts level 3. The government is attempting to create a battle mage class at this time. The warrior/adepts are the first batch of these.

New NPC:
Gomez: Warrior level 10 Lawful good
Gomez is a powerful warrior, formerly a captain of his old squad during the recent war with Arakku's neighbor.

Some potential members of the Learned Council, or at least some of the upper crust of society. Names and most stats are left to individual DMs.

NG Female Human Ari2/Wiz9
Stat priority: Int, Cha, Wis, Dex, Con, Str
Description: Her family's wealth allowed her to afford her studies, which focused in Divination. Her family's position allows for her to attend all sorts of gatherings, although she is partial to formal dances. Although she is always attended by at least one handsome male (human, half-elf, or elf), she has no consistent lover, though many claim they are hers. Her charity and natural ability to make almost anyone comfortable means that she shares many confidences and knows many secrets. Her political stance is that she supports the king as long as he is helping people by keeping them fed and safe. There are always at least three ioun stones spinning about her head.

Secret: She may use secrets against their owners if she thinks it necessary. The ari2/wiz8 terrifies her. She heads an informal information-gathering ring for the kingdom, although she sometimes prefers to get adventurers to act on her tips, rather than involve the government.

--------

LE Male Human Ari2/Wiz8
Stat priority: Int, Dex, Cha, Str, Con, Wis
Description: A strikingly handsome young man, his temper is as quick as his wit. Never without a matched set of dueling rapier and dagger by his side, his "honor" duels have sent many young men to an early grave. The king's recent passing of a law forbidding killing in duels has infuriated this mage no end. His political belief is that a strong army is necessary to keep the city safe - and an army is kept strong through constant use. He desires the F ari2/Wiz9, but she has so far spurned him. He prefers evocations over more subtle magics.

Secret: Has contacts with the shadier elements in town, and may hire one to kill off someone who should best him in a duel. Many commanders support him, and may help him (or approach him) stage a coup. Not above kidnapping or blackmailing the ari2/wiz9 to have his way with her. Poisoned his own parents to ensure he had access to family monies.

--------

LG Male Dwarf Wiz10
Stat priority: Int, Con, Wis, Str, Cha, Dex
Description: This older dwarf is never seen without his pipe, his walking stick, or his two mastiffs. Despite his gruff appearance, he is actually quite protective of the town, particularly children. Has friends amongst the craftsmen in town, primarily the metal and stone workers. He prefers abjurations to other magics, and would rather subdue than kill attackers.

Secret: Of course, both the pipe and the walking stick are custom magic items. Is madly in love with an Elf - if word gets out of their affair, he will be shunned in the local Dwarven community.

The Diviner: Dolores Gannon
The Dwarf: Uh, can you do dwarven names?
The Evoker: Jarek McCallistair