Quoted By:
Rolled 57, 61 = 118 (2d100)
<span class="mu-s">Rusties</span>
Fascinated by this ancient culture of great and formidable wizards, the rusties developed such a deep interest in magic that they concentrated their study efforts on it, and managed to figure magic out through the scientific approach!
<span class="mu-s">adopted MAGOCRACY: Magic is the true power, and those with most power are naturally our leaders. Therefore mages rule. +1 blood & death magics!</span>
Only a select few could wield it, though, and the most potent one was declared lord.
<span class="mu-s">MONARCHY ROLL: one of the rusties players will become king of the rusties. They must confirm the proposed turn for it to be valid.</span> can only be overwritten if the king has a prolonged (>1 turn) absence, or if this trait is changed. The king cannot renounce their title due to the nature of it.
<span class="mu-s">1-40: Randy; 41-80: Johnny; 81-100: Latem</span>
lower for Latem due to lower participation.
>DEATH MAGIC 1: LIFE DRAIN
touch someone to steal years off their life. Too slow for any martial use.
<span class="mu-s">Action: scouting the mountain pass</span>
The rusties drive inland (at normal speed), headed northbound.
<span class="mu-s">Roll:</span> 50 or more to see something on the way. 75 or more for another.
<span class="mu-s">Tech: studying the sickness</span>
The readings, while better equipped, give no more info about the condition of the comatose people than the leaguers' doctors.
The mages could only confirm this would be unlike anything they learned from the previous civilization about blood nor death magic.