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South Baba wrote:SR RP

*The Republic of South Baba proposes the establishment of a jointly financed binational action and discussion group to foster development cooperation between South Baba and The Democratic Kingdom Of Skaraborg. This institution would promote economic and national growth, work to improve conditions of production, assist in dealing with environmental issues and help to ensure better access to healthcare and education for the poor; focusing mainly on cultural exchanges, institutional stability, social development, employment and income, natural resources and the environment*

Cereskian Airlines is hoping that you would be interested in opening airports and offices in your country

Comfed wrote:Are you Pigeonstan?

He is he told us in the PA discord

Lorigia

Ye olde kek kingdom

2 and 2 is Fish wrote:Do you have alchemists?

did you read the factbook?
-_-

Rent-A-Wizard (WIP)

by Ye olde kek kingdom

Being king certainly isn't a cheap endeavor. To finance the day to day running of his kingdom (and to sate his immense appetite for drink), King Gregolas "The Parched" has created a program never before seen: the Rent-A-Wizard system! Nations can hire out the services of a wizard of their choosing for a handsome monthly sum, and in exchange, will have access to all sorts of useful and powerful magic. Here is a selection of what the Kek Kingdom wizards have to offer:

A pyromancer is a wizard who has attuned their magical energies toward creating and using fire. They are highly feared for their fire-based abilities, able to burn nearly anything in their path. Pyromancers use mana, or their inherent magical energy, at an alarmingly fast rate, so they must be kept well supplied with mana potions to ensure their mana pools stay full. Pyromancers also have the ability to create artificial lighting if needed.

The stark opposite of a pyromancer, a hydromancer attunes their magical energies toward channeling and using water. While not as mana intensive as a pyromancer, the hydromancer requires an existing body of water to channel their craft. The larger and faster flowing the water is, the more powerful the hydromancer's magic will be. It is said that the most powerful hydromancers can produce terrible storms at will.

Hydromancers carry Linkwater grenades, glass containers full of water. They can use their magic to boil the water to extreme temperatures, allowing them to throw the "grenades" and scald their foes.

An enchanter is a wizard who uses their magical energies to apply magical effects to different items. An enchanter can add elemental effects to weapons, apply magical or physical wards to armor, or apply a number of different effects to whatever the client wishes to be enchanted. Enchanters cannot alter the base properties of the item that is being enchanted, they can only add effects. Enchantments will weaken as time goes on, especially if the enchanted item is frequently used or is damaged. The more enchanters that work on a single item, the more powerful and longer-lasting the enchantment will be.

Enchanters can enchant nearly all inorganic material and most organic material, although some exceptions do apply to this rule.

A summoner is a wizard who uses their magical energy to bind ghosts and spirits to their will. They can use mana to summon creatures from another plane of existence to work or fight for them. Depending on the creature summoned, it might be difficult to control or highly consuming in mana, limiting the time the creature can be summoned for. Some spirits may require a sacrifice in order to be summoned, usually some sort of material item. Unlike necromancers, summoners can not raise the dead nor transfer life force to a deceased creature, just as necromancers cannot summon ethereal entities.

A necromancer is a wizard that studies the art of raising the undead. Using their mana, they can transfer life energy from a living being to a deceased one. The nature of their work requires them to use living sacrifices, giving their craft a bad reputation. They can also create special items from bone and flesh. As their craft is so widely misunderstood, there is a separate section that goes into greater detail over how necromancy actually works.

An illusionist is a wizard who uses their magical energy to create spectral images where they did not exist before. The more illusionists that work on an image, the more realistic and longer-lasting the image will be. A good illusionist can create an image so lifelike that is indistinguishable from the real thing. Of course, the illusion cannot actually do anything in the real world and will begin to fade after a while. Any items that strike the illusion will pass right through it, and they cannot be touched or felt.

As the name suggests, a potioneer is one who makes potions. Technically speaking, anyone can make potions. But, some of the best potions require rare and magical ingredients to create, so the most skilled potioneers are lumped in with the rest of the wizards. While numerous examples of potions exist, the most commonly known are:
-Healing potions, able to restore blood loss and close wounds
-Mana potions, able to generate mana for mages
-Stamina potions, able to reduce fatigue and provide energy to the drinker (sort of like an energy drink)
Potions can have a wide variety of effects, thus, it is important to know what the potions ingredients are. Otherwise, there is a good chance of unintended side effects...

An alchemist is a wizard who tries to purify, mature and perfect certain materials. They use their craft to transmute more common metals or materials into more valuable ones, such as turning lead into gold. They are also tasked with creating legendary items such as the "elixir of life", a substance capable of granting immortality, the "philosophers stone", an object that generates infinite wealth, or "alkahest", a substance that can dissolve anything. While such endeavors are often fruitless, that still has not stopped them from trying. Alchemy is unreliable at best, and should not be utilized as a stable source of income.

A druid is a wizard who attunes their magic to nature. Druids can use their magic to artificially induce growth in plants or purify them of any toxins they might have. They also have a limited amount of control over creatures and can communicate with them to some degree. Some especially powerful druids can transform themselves into different animals at will. It is said that their magic is far less effective on domesticated plants and animals than on wild ones.

The telekinetic has mastered the powers of the mind, using telekinesis to move objects far larger and heavier then they are, without using any physical strength or stamina. However, they must instead have a massive amount of mental fortitude and focus when using their magic. The larger and heavier the object, the more difficult it is to use telekinesis, and the faster mana is drained. Such mental pressure means that telekinetics are among the rarest of all Kek Kingdom wizards.

Telekinetics can also fire arcane bolts of energy, causing physical damage and pushback to their enemies.

Read factbook

Lorigia

Ye olde kek kingdom wrote:did you read the factbook?
-_-

Rent-A-Wizard (WIP)

by Ye olde kek kingdom

Being king certainly isn't a cheap endeavor. To finance the day to day running of his kingdom (and to sate his immense appetite for drink), King Gregolas "The Parched" has created a program never before seen: the Rent-A-Wizard system! Nations can hire out the services of a wizard of their choosing for a handsome monthly sum, and in exchange, will have access to all sorts of useful and powerful magic. Here is a selection of what the Kek Kingdom wizards have to offer:

A pyromancer is a wizard who has attuned their magical energies toward creating and using fire. They are highly feared for their fire-based abilities, able to burn nearly anything in their path. Pyromancers use mana, or their inherent magical energy, at an alarmingly fast rate, so they must be kept well supplied with mana potions to ensure their mana pools stay full. Pyromancers also have the ability to create artificial lighting if needed.

The stark opposite of a pyromancer, a hydromancer attunes their magical energies toward channeling and using water. While not as mana intensive as a pyromancer, the hydromancer requires an existing body of water to channel their craft. The larger and faster flowing the water is, the more powerful the hydromancer's magic will be. It is said that the most powerful hydromancers can produce terrible storms at will.

Hydromancers carry Linkwater grenades, glass containers full of water. They can use their magic to boil the water to extreme temperatures, allowing them to throw the "grenades" and scald their foes.

An enchanter is a wizard who uses their magical energies to apply magical effects to different items. An enchanter can add elemental effects to weapons, apply magical or physical wards to armor, or apply a number of different effects to whatever the client wishes to be enchanted. Enchanters cannot alter the base properties of the item that is being enchanted, they can only add effects. Enchantments will weaken as time goes on, especially if the enchanted item is frequently used or is damaged. The more enchanters that work on a single item, the more powerful and longer-lasting the enchantment will be.

Enchanters can enchant nearly all inorganic material and most organic material, although some exceptions do apply to this rule.

A summoner is a wizard who uses their magical energy to bind ghosts and spirits to their will. They can use mana to summon creatures from another plane of existence to work or fight for them. Depending on the creature summoned, it might be difficult to control or highly consuming in mana, limiting the time the creature can be summoned for. Some spirits may require a sacrifice in order to be summoned, usually some sort of material item. Unlike necromancers, summoners can not raise the dead nor transfer life force to a deceased creature, just as necromancers cannot summon ethereal entities.

A necromancer is a wizard that studies the art of raising the undead. Using their mana, they can transfer life energy from a living being to a deceased one. The nature of their work requires them to use living sacrifices, giving their craft a bad reputation. They can also create special items from bone and flesh. As their craft is so widely misunderstood, there is a separate section that goes into greater detail over how necromancy actually works.

An illusionist is a wizard who uses their magical energy to create spectral images where they did not exist before. The more illusionists that work on an image, the more realistic and longer-lasting the image will be. A good illusionist can create an image so lifelike that is indistinguishable from the real thing. Of course, the illusion cannot actually do anything in the real world and will begin to fade after a while. Any items that strike the illusion will pass right through it, and they cannot be touched or felt.

As the name suggests, a potioneer is one who makes potions. Technically speaking, anyone can make potions. But, some of the best potions require rare and magical ingredients to create, so the most skilled potioneers are lumped in with the rest of the wizards. While numerous examples of potions exist, the most commonly known are:
-Healing potions, able to restore blood loss and close wounds
-Mana potions, able to generate mana for mages
-Stamina potions, able to reduce fatigue and provide energy to the drinker (sort of like an energy drink)
Potions can have a wide variety of effects, thus, it is important to know what the potions ingredients are. Otherwise, there is a good chance of unintended side effects...

An alchemist is a wizard who tries to purify, mature and perfect certain materials. They use their craft to transmute more common metals or materials into more valuable ones, such as turning lead into gold. They are also tasked with creating legendary items such as the "elixir of life", a substance capable of granting immortality, the "philosophers stone", an object that generates infinite wealth, or "alkahest", a substance that can dissolve anything. While such endeavors are often fruitless, that still has not stopped them from trying. Alchemy is unreliable at best, and should not be utilized as a stable source of income.

A druid is a wizard who attunes their magic to nature. Druids can use their magic to artificially induce growth in plants or purify them of any toxins they might have. They also have a limited amount of control over creatures and can communicate with them to some degree. Some especially powerful druids can transform themselves into different animals at will. It is said that their magic is far less effective on domesticated plants and animals than on wild ones.

The telekinetic has mastered the powers of the mind, using telekinesis to move objects far larger and heavier then they are, without using any physical strength or stamina. However, they must instead have a massive amount of mental fortitude and focus when using their magic. The larger and heavier the object, the more difficult it is to use telekinesis, and the faster mana is drained. Such mental pressure means that telekinetics are among the rarest of all Kek Kingdom wizards.

Telekinetics can also fire arcane bolts of energy, causing physical damage and pushback to their enemies.

Read factbook

Nope.

Lorigia

The Democratic Kingdom Of Skaraborg wrote:I was just joking around about my attempt to nuke you. It was 100% a joke. I promise.

AHHH!

I'm worried. I don't want invasion!

My people...

What is happening?

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Today, April 11st, ILA publishes police reports
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Yeeto new story

Lorigia and Ye olde kek kingdom

Ye olde kek kingdom wrote:did you read the factbook?
-_-

Rent-A-Wizard (WIP)

by Ye olde kek kingdom

Being king certainly isn't a cheap endeavor. To finance the day to day running of his kingdom (and to sate his immense appetite for drink), King Gregolas "The Parched" has created a program never before seen: the Rent-A-Wizard system! Nations can hire out the services of a wizard of their choosing for a handsome monthly sum, and in exchange, will have access to all sorts of useful and powerful magic. Here is a selection of what the Kek Kingdom wizards have to offer:

A pyromancer is a wizard who has attuned their magical energies toward creating and using fire. They are highly feared for their fire-based abilities, able to burn nearly anything in their path. Pyromancers use mana, or their inherent magical energy, at an alarmingly fast rate, so they must be kept well supplied with mana potions to ensure their mana pools stay full. Pyromancers also have the ability to create artificial lighting if needed.

The stark opposite of a pyromancer, a hydromancer attunes their magical energies toward channeling and using water. While not as mana intensive as a pyromancer, the hydromancer requires an existing body of water to channel their craft. The larger and faster flowing the water is, the more powerful the hydromancer's magic will be. It is said that the most powerful hydromancers can produce terrible storms at will.

Hydromancers carry Linkwater grenades, glass containers full of water. They can use their magic to boil the water to extreme temperatures, allowing them to throw the "grenades" and scald their foes.

An enchanter is a wizard who uses their magical energies to apply magical effects to different items. An enchanter can add elemental effects to weapons, apply magical or physical wards to armor, or apply a number of different effects to whatever the client wishes to be enchanted. Enchanters cannot alter the base properties of the item that is being enchanted, they can only add effects. Enchantments will weaken as time goes on, especially if the enchanted item is frequently used or is damaged. The more enchanters that work on a single item, the more powerful and longer-lasting the enchantment will be.

Enchanters can enchant nearly all inorganic material and most organic material, although some exceptions do apply to this rule.

A summoner is a wizard who uses their magical energy to bind ghosts and spirits to their will. They can use mana to summon creatures from another plane of existence to work or fight for them. Depending on the creature summoned, it might be difficult to control or highly consuming in mana, limiting the time the creature can be summoned for. Some spirits may require a sacrifice in order to be summoned, usually some sort of material item. Unlike necromancers, summoners can not raise the dead nor transfer life force to a deceased creature, just as necromancers cannot summon ethereal entities.

A necromancer is a wizard that studies the art of raising the undead. Using their mana, they can transfer life energy from a living being to a deceased one. The nature of their work requires them to use living sacrifices, giving their craft a bad reputation. They can also create special items from bone and flesh. As their craft is so widely misunderstood, there is a separate section that goes into greater detail over how necromancy actually works.

An illusionist is a wizard who uses their magical energy to create spectral images where they did not exist before. The more illusionists that work on an image, the more realistic and longer-lasting the image will be. A good illusionist can create an image so lifelike that is indistinguishable from the real thing. Of course, the illusion cannot actually do anything in the real world and will begin to fade after a while. Any items that strike the illusion will pass right through it, and they cannot be touched or felt.

As the name suggests, a potioneer is one who makes potions. Technically speaking, anyone can make potions. But, some of the best potions require rare and magical ingredients to create, so the most skilled potioneers are lumped in with the rest of the wizards. While numerous examples of potions exist, the most commonly known are:
-Healing potions, able to restore blood loss and close wounds
-Mana potions, able to generate mana for mages
-Stamina potions, able to reduce fatigue and provide energy to the drinker (sort of like an energy drink)
Potions can have a wide variety of effects, thus, it is important to know what the potions ingredients are. Otherwise, there is a good chance of unintended side effects...

An alchemist is a wizard who tries to purify, mature and perfect certain materials. They use their craft to transmute more common metals or materials into more valuable ones, such as turning lead into gold. They are also tasked with creating legendary items such as the "elixir of life", a substance capable of granting immortality, the "philosophers stone", an object that generates infinite wealth, or "alkahest", a substance that can dissolve anything. While such endeavors are often fruitless, that still has not stopped them from trying. Alchemy is unreliable at best, and should not be utilized as a stable source of income.

A druid is a wizard who attunes their magic to nature. Druids can use their magic to artificially induce growth in plants or purify them of any toxins they might have. They also have a limited amount of control over creatures and can communicate with them to some degree. Some especially powerful druids can transform themselves into different animals at will. It is said that their magic is far less effective on domesticated plants and animals than on wild ones.

The telekinetic has mastered the powers of the mind, using telekinesis to move objects far larger and heavier then they are, without using any physical strength or stamina. However, they must instead have a massive amount of mental fortitude and focus when using their magic. The larger and heavier the object, the more difficult it is to use telekinesis, and the faster mana is drained. Such mental pressure means that telekinetics are among the rarest of all Kek Kingdom wizards.

Telekinetics can also fire arcane bolts of energy, causing physical damage and pushback to their enemies.

Read factbook

Well, I don't want an alchemist, I don't need gold prices to crash.

Lorigia

Vyata Temor wrote:What is happening?

b a n a n a

Im nod benig qoutd

How do you get more issues faster?

Islasoo wrote:How do you get more issues faster?

Hello and welcome to The North Pacific!

This will come in handy:

Welcome to The North Pacific!
NationStates' largest democracy

Whether you are new or experienced, this handbook will provide you with answers to all of your questions. If you have other unanswered questions, feel free to ask Delegate Simone Republic, Minister of Home Affairs The Democratic Kingdom Of Skaraborg, or any of the Gameside Advocates and Mentors. They will be glad to help! Additionally, we are always looking for ways to improve this handbook, so let us know if you think something should be added or changed.

First Steps

This section covers the very first items you should check off as a newcomer to the game and TNP.

  • Why you should be in TNP: explaining the pros of staying in our large region.

  • Endorse the Delegate, Vice Delegate and the Security Council: Endorsing the Delegate, Vice Delegate and all members of the Security Council is important for safeguarding our region against external threats and ensuring the continuation of our constitutional government.

  • LinkJoin the regional forum: The forum is where most government and roleplay activities take place. Registering an account is very easy.

  • LinkJoin our Discord: Our Discord server is where our members hang out and chat about the game and real life subjects.

  • LinkApply for citizenship: Citizenship is your ticket to TNP. As a citizen, you can vote to elect our Delegate and other government officials, hold them accountable, and even run for these positions yourself.

Back to Top


Ways to Get Involved

Now that you have cleared the basics, you must be looking for things to do. Below are some of the opportunities TNP offers.

  • Join the Executive Staff: The equivalent of TNP's Civil Service, the Executive Staff is a group of residents and citizens that are employed to assist one or more of the Ministries of the Executive Government. It is ideal both for new residents who want to gain experience in how the government operates, and for experienced citizens who are looking to contribute to the region through the Executive.

  • Enlist in the North Pacific Army: The North Pacific Army (NPA) is our regional military force. The NPA defends the region, our allies, and serves abroad helping our friends and fighting our enemies.

  • Enlist in the Militia: The North Pacific Army Militia is for people who wish to contribute to the North Pacific Army but for whatever reason, likely because they cannot/do not want to have a forum or Discord account, cannot be members of the regular Army in the Auxiliary or Special Forces branches.

  • Get involved in the World Assembly: Joining the World Assembly (WA) is one of the best ways to empower your nation, especially in TNP. Thanks to our WA Development Program, as a WA member you can determine international laws, have one of the highest endorsement counts in the entire game, and even win awards!

  • Get involved in RolePlay: We have not one, but two vibrant RolePlay (RP) universes, Eras and Strangereal. Each comes with its own map, chronology, and physics laws. If you commit to being active in RP, you can claim a spot in either universe's map, and join others in weaving stories about your nation and its role in the world.

  • Get involved in trading cards: Our regional cards guild provides many resources you can take advantage of to increase the value of your deck, including several offerings of free cards. As a member of the guild, you can also participate in many other cards-related activities, including themed collections, pull events, and regular publications.

Back to Top


Laws and Government

This section contains all the relevant laws, guidelines, and policies of TNP's Government.

  • Government index: Get to know your government by using this list of all government officials in TNP. If you have questions or suggestions about any aspect of the regional governance, feel free to send a telegram to the corresponding government official.

  • Law index: This is a compilation of all legal documents currently in force in TNP. This includes our Constitution and Bill of Rights, which form the basis of our government.

  • RMB Guidelines: Posting on the regional message board (RMB) is a great way to socialize and get to know other TNP nations. Just make sure to follow these guidelines.

  • Embassy policy: If you are here as a diplomat from another region, please take a look at our policy for in-game and forum embassies.

  • Recruitment policy: If you are here to recruit for another region, please take a look at our policy on permissible and prohibited types of recruitment.

Back to Top


World Assembly Policy

For WA member-states, here is where you can find out about our WA vote recommendations and voting policy.

  • Information for WA Voters: Produced by the Ministry of WA Affairs, IFVs provide vote recommendations and analysis about all resolutions that reach the floor of the General Assembly or Security Council.

  • World Assembly voting policy: Look here to learn how TNP's Delegate casts the regional vote on World Assembly resolutions, and how you can help determine that vote.

Back to Top


Regional News and Publications

TNP publishes a number of regional publications, where news and reports are delivered to the public. You can follow them to stay up to speed with what's going on in TNP.

  • The Northern Lights: Produced by the Ministry of Communications, this is our regional newspaper. It includes both general news and op-ed articles about various aspects of TNP and NS.

  • The North Star: Produced by the Ministry of Communications, The North Star informs TNPers of current internal matters and government activities.

  • The Northern Notes: Produced by the Ministry of Communications, The Northern Notes delivers quick updates on regional happenings.

  • Northern Broadcasting Service: Produced by the Ministry of Communications, this is our very own regional radio station in which our broadcasters provide their insight into current events in TNP and Nationstates.

  • Regional Assembly Digest: Produced by the Speaker's Office, the digest focuses on news about the legislative and other business of the Regional Assembly.

  • The Vice Delegate's Weekly Update: Produced by the Vice Delegate, this weekly publication provides updates on the activities of the Security Council.

Back to Top


Regional Awards

TNP bestows certain awards to nations that are the most active in the World Assembly or regional conversations.

  • WADP Awards: Produced as part of the WADP, this monthly publication presents regional awards to nations that actively participate in the World Assembly.

  • Literary Awards: Produced by the Gameside Advocates, this monthly publication presents regional awards to nations that actively post on the regional RMB or publish dispatches.

Back to Top

This dispatch is updated automatically on a daily basis. Please do not edit manually.

Read factbook

We have a forum!
https://forum.thenorthpacific.org/

page=dispatch/id=1378856
page=dispatch/id=1309446

Forum RP:
https://forum.thenorthpacific.org/forum/3024521/

Ye olde kek kingdom

2 and 2 is Fish wrote:Nope.

I can tell -_-

2 and 2 is Fish wrote:Well, I don't want an alchemist, I don't need gold prices to crash.

Why’d you ask for one, then?
Imma Mansa Musa ur nation for that!

Lorigia

Ye olde kek kingdom wrote:Why’d you ask for one, then?
Imma Mansa Musa ur nation for that!

I didn't, and pls no

Islasoo wrote:How do you get more issues faster?

Happens naturally, you cant influence it unless you want fewer issues. On average you get 5 issues every 24 hours and you can have max 5 issues at a time, and if another issue would be added, it is discarded and the countdown starts again

Ye olde kek kingdom

2 and 2 is Fish wrote:I didn't, and pls no

2 and 2 is Fish wrote:Do you have alchemists?

-_-

Lorigia and Vyata Temor

Wardency, Gründer industries is promotioning services in your country
page=dispatch/id=1431422

The Happy New Hamsters 🐹 of The Democratic Kingdom Of Skaraborg

Wat

OK! I will remove the thing, just don't invade me,

Ye olde kek kingdom wrote:-_-

He has a point, 2 and 2 is Fish.

Ye olde kek kingdom

Happy birthday me...one year older than I am! sweet 16

2 and 2 is Fish wrote:SR RP
The 2 and 2 is Fishian Defense minister needed only to be asked, and approves the plan as soon as it hits his desk.

SR RP

*The People's Air Force of North Baba (PAFNB) readies to conduct combined exercises with their 2 and 2 is Fishian counterparts. Priorities will include security and stability projects, air maneuvers, combat air drills and related special operations*

Lorigia

Lorigia wrote:Happy birthday me...one year older than I am! sweet 16

Happy birthday 🥳

Aerilia and Lorigia

Ye olde kek kingdom wrote:

Rent-A-Wizard (WIP)

by Ye olde kek kingdom

Being king certainly isn't a cheap endeavor. To finance the day to day running of his kingdom (and to sate his immense appetite for drink), King Gregolas "The Parched" has created a program never before seen: the Rent-A-Wizard system! Nations can hire out the services of a wizard of their choosing for a handsome monthly sum, and in exchange, will have access to all sorts of useful and powerful magic. Here is a selection of what the Kek Kingdom wizards have to offer:

A pyromancer is a wizard who has attuned their magical energies toward creating and using fire. They are highly feared for their fire-based abilities, able to burn nearly anything in their path. Pyromancers use mana, or their inherent magical energy, at an alarmingly fast rate, so they must be kept well supplied with mana potions to ensure their mana pools stay full. Pyromancers also have the ability to create artificial lighting if needed.

The stark opposite of a pyromancer, a hydromancer attunes their magical energies toward channeling and using water. While not as mana intensive as a pyromancer, the hydromancer requires an existing body of water to channel their craft. The larger and faster flowing the water is, the more powerful the hydromancer's magic will be. It is said that the most powerful hydromancers can produce terrible storms at will.

Hydromancers carry Linkwater grenades, glass containers full of water. They can use their magic to boil the water to extreme temperatures, allowing them to throw the "grenades" and scald their foes.

An enchanter is a wizard who uses their magical energies to apply magical effects to different items. An enchanter can add elemental effects to weapons, apply magical or physical wards to armor, or apply a number of different effects to whatever the client wishes to be enchanted. Enchanters cannot alter the base properties of the item that is being enchanted, they can only add effects. Enchantments will weaken as time goes on, especially if the enchanted item is frequently used or is damaged. The more enchanters that work on a single item, the more powerful and longer-lasting the enchantment will be.

Enchanters can enchant nearly all inorganic material and most organic material, although some exceptions do apply to this rule.

A summoner is a wizard who uses their magical energy to bind ghosts and spirits to their will. They can use mana to summon creatures from another plane of existence to work or fight for them. Depending on the creature summoned, it might be difficult to control or highly consuming in mana, limiting the time the creature can be summoned for. Some spirits may require a sacrifice in order to be summoned, usually some sort of material item. Unlike necromancers, summoners can not raise the dead nor transfer life force to a deceased creature, just as necromancers cannot summon ethereal entities.

A necromancer is a wizard that studies the art of raising the undead. Using their mana, they can transfer life energy from a living being to a deceased one. The nature of their work requires them to use living sacrifices, giving their craft a bad reputation. They can also create special items from bone and flesh. As their craft is so widely misunderstood, there is a separate section that goes into greater detail over how necromancy actually works.

An illusionist is a wizard who uses their magical energy to create spectral images where they did not exist before. The more illusionists that work on an image, the more realistic and longer-lasting the image will be. A good illusionist can create an image so lifelike that is indistinguishable from the real thing. Of course, the illusion cannot actually do anything in the real world and will begin to fade after a while. Any items that strike the illusion will pass right through it, and they cannot be touched or felt.

As the name suggests, a potioneer is one who makes potions. Technically speaking, anyone can make potions. But, some of the best potions require rare and magical ingredients to create, so the most skilled potioneers are lumped in with the rest of the wizards. While numerous examples of potions exist, the most commonly known are:
-Healing potions, able to restore blood loss and close wounds
-Mana potions, able to generate mana for mages
-Stamina potions, able to reduce fatigue and provide energy to the drinker (sort of like an energy drink)
Potions can have a wide variety of effects, thus, it is important to know what the potions ingredients are. Otherwise, there is a good chance of unintended side effects...

An alchemist is a wizard who tries to purify, mature and perfect certain materials. They use their craft to transmute more common metals or materials into more valuable ones, such as turning lead into gold. They are also tasked with creating legendary items such as the "elixir of life", a substance capable of granting immortality, the "philosophers stone", an object that generates infinite wealth, or "alkahest", a substance that can dissolve anything. While such endeavors are often fruitless, that still has not stopped them from trying. Alchemy is unreliable at best, and should not be utilized as a stable source of income.

A druid is a wizard who attunes their magic to nature. Druids can use their magic to artificially induce growth in plants or purify them of any toxins they might have. They also have a limited amount of control over creatures and can communicate with them to some degree. Some especially powerful druids can transform themselves into different animals at will. It is said that their magic is far less effective on domesticated plants and animals than on wild ones.

The telekinetic has mastered the powers of the mind, using telekinesis to move objects far larger and heavier then they are, without using any physical strength or stamina. However, they must instead have a massive amount of mental fortitude and focus when using their magic. The larger and heavier the object, the more difficult it is to use telekinesis, and the faster mana is drained. Such mental pressure means that telekinetics are among the rarest of all Kek Kingdom wizards.

Telekinetics can also fire arcane bolts of energy, causing physical damage and pushback to their enemies.

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Still waiting for the wild mage to be added...

Lorigia

Republica Guilleana wrote:Happy birthday 🥳

Thank you

Ye olde kek kingdom

Otakus and Weebs wrote:Still waiting for the wild mage to be added...

I already told ya, we have one of those called a Druid

Lorigia

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