Of course it’s a necromancer.

As with many of my games, this will have simple rules, approximately 12 calls (which include man down, time in and time freeze), with mostly a lot of roleplaying effects.

The two factions: Alchemists and Sorcerers, from the middle ages, but not as we know them. You are from one side, but both are similar, and follow the old ways and the old gods. You will be working together to bring down a necromancer who is summoning the dead to attack King Arthurs Kingdom.

NOTE: You are not doing this for King Arthur. He’s an arsehole who wants you all exterminated. He likes his own magic crowd, and Merlin is a dick, who is a magician and specialises in magic not based on the elements. We don’t like him or his followers. They’re a new wave of flimsy magicians who have forgotten the old ways.

You work with the elements; fire, water, earth, and air, as well as the rumoured fifth one (who knows what it is though).

You have all received a vision, dream, or otherwise message (runes, dancing fae, talking animals, etc) telling you to meet at this location and exterminate the necromancer. As the message goes, a creature will appear to purify the land once the necromancer is dead.

Different factions:

ALCHEMISTS

You combine the elements to make potions and explosives, you mix and match, though there will be combinations you know the effects of, and ones that are unknown.

WE WILL PROVIDE A CHEAT SHEET FOR WHAT KNOWN ONES DO IN ADVANCE AND ON THE DAY

COSTUME: You guys like your potion bottles, and vials, and chemistry, well, alchemy. Feathers, fur, and bones as well. Also you’re alchemists, you like wearing gold, it’s kind of your thing, take a rock, make it gold, etc etc. Shiny glitzy stones and metals, you’re a walking beacon of glamour. Be shiny. Medieval costume yes, but with additional sparkly.

SORCERERS

You take an element and essentially fire it at a person. It’s brutal. It’s effective, and, on people without magical or alchemical knowledge, strangely more so. Whilst something may just hurt people like you, it can kill others. It is volatile, and dangerous, but can be powerful. You can either solo cast, or combine rituals to create different effects. Some are known, some are not.

WE WILL PROVIDE A CHEAT SHEET FOR WHAT KNOWN ONES DO IN ADVANCE AND ON THE DAY

COSTUME: You like your colour, messy colour. Colour is life, it is the elements, it is magic. It flows through you, and sorcerer costume whilst being medieval in nature, is more…vibrant. You like being a canvas covered in paint, and may have tattoos or other painted decorations on any bare skin. Life is meant to be colourful.

ADDITIONAL COSTUME FOR ANY CHARACTER, EITHER SIDE

(cyberpunkish) Magi punk but medieval style is what we’re going for, corsets with glowy lights, wrist cuffs with weird vials of green liquid, giant boots like new rocks, zips are A OKAY because you guys are kind of advanced, anything that looks like medieval tech gear, and stuff like goggles. If you are uncertain, give Tasha a poke.

Yes you guys are hiding from king Arthur and his buttface of a fake magician, but being brightly coloured or sparkly is important as well. Plus who’s going to mess with the old magic? I mean really?

PROPS

Random items are allowed that are just pretty and have no in game effect other than adding to roleplay.

But anything you wish to be a magical aid, eg: runes, wands, pendants, etc must be checked with Tasha first. You are allowed to start with 1 such magical item, which should be vaguely magical looking, make sure you let Tasha know what it is in advance, and Tasha will give you a ‘thing’ that it can do related to their traditional use, eg: runes might give a clue to the future, so choose wisely.

ALCHEMISTS – each alchemist gets two personalised potions/mixtures based on ingredients NOT from the elements, so things like goose feathers, bat eyes, silver, and dandelions, whatever, anything. Just as long as you can phys rep the props/the mixture they will make. In application stage you will be asked to describe the potion ingredients and what your character would be aiming for. WARNING, ACTUAL RESULTS MAY NOT BE AS YOU DESCRIBE THEM, BUT SHALL BE EXPLAINED IN YOUR CHARACTER PACK/EMAIL
SORCERERS – each sorcerer gets two personalised spells based on the deity they particularly focus on. The source again will NOT be the elements, but will come directly from the gods, and you will also be asked in the application stage what your character will be wanting from this spell. WARNING, ACTUAL RESULTS MAY NOT BE AS YOU DESCRIBE THEM, BUT SHALL BE EXPLAINED IN YOUR CHARACTER PACK/EMAIL

Starting with none as a disadvantage will probably not give you any bonus, but talk to Tasha about how you want it to give you a bonus and they’ll see what they can do.

As an Alchemist, you will start with 20 elemental resources, out of air, water, fire and earth, 10 max in each element, and this will limit your potion making. When the list of known potions is decided, there will always need to be two elements or more present. Some may even require more than one of one element. This means you’ll need to choose your element amounts carefully.
As a Sorcerer, you have 20 spellcasting points, but each element used costs a spellcasting point, therefore if you want to spend less, combining with another person works quite well, and you can do the higher level spells for less than if you did it solo.

There may be potential for opportunities to bargain or earn more elements or replenish spellcasting points, but don’t rely on this.

PRICE: £10 PLAYER, £5 CREW, LOOKING FOR AT ABOUT 7-10 CREW, AND HAVE AT LEAST 20 PLAYER SPACES.

All costs go towards venue, costume, and props, this is NOT for profit.

BRING OWN FOOD