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Author Topic: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]  (Read 12950 times)

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #15 on: April 12, 2013, 02:48:04 am »

Aaactually, I'ma pull out because it's a bit complex for me...
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Dariush

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #16 on: April 12, 2013, 02:52:54 am »

Reserved.

Actually wait, I count three characters and as many reserves. Guess I won't fit. :(
« Last Edit: April 12, 2013, 02:59:34 am by Dariush »
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RAM

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #17 on: April 12, 2013, 02:56:35 am »

I am guessing that this is based on the game in that other thread, which may be worth looking at to get some idea of what this game will be like. But possibly it will be completely different... Anyway, my guess is that several players sign up and become apprentices and the G.M. runs the wizard, the city, and the world. I think that one player was added to that other game after it started, and nobody died, so don't get too excited if you are on the wait-list. It looked like most of the complexity was on the G.M.'s side, where they had to keep track of everything, while the players have to stick within constraints of the setting, but basically just have to say what they want to do...
« Last Edit: April 12, 2013, 03:21:39 am by RAM »
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IronyOwl

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #18 on: April 12, 2013, 03:13:51 am »

Aaactually, I'ma pull out because it's a bit complex for me...
That's fine, but it's probably not as complex as you're thinking. Spells are more complex than they need to be because I need to dance around certain issues, and the rest can be mostly ignored if you'd like.


Reserved.

Actually wait, I count three characters and as many reserves. Guess I won't fit. :(
Not first come first serve. All you have to do is write a better application than everyone else.


I am guessing that this is based on the game in that other thread, which may be worth looking at to get some idea of what this game will be like. But possibly it will be completely different... Anyway, my guess is that several players sign up and become apprentices and the G.M. runs the wizard, the city, and the world. I think that one player was added to that other game after it started, and nobody died, so don't get too excited if you are on the wait-list. It looked like most of the complexity was on the G.M.'s side, where they had to keep track of everything, while the players have to stick within constraints of the setting, but basically just have to say what they want to do...
As implied where I mentioned Nirur getting a slot (though he hasn't been online in a week, so he might miss this, sadly), yes, it's based largely on Master of Magic. It's also based a lot on Age of Wonders: Shadow Magic and has some resemblances to Warlock: Master of the Arcane, Master of Magic the video game, the Civ games, and basically any other fantasy 4X game. I'm not sure how useful any of those particular comparisons are, though.

Relative to Nirur's Master of Magic, I'm hoping to make the world much more mechanical and visible to the player. Nirur tended to use population numbers, like 50 rangers or 10,000 inhabitants, whereas I'm using "units" of this and that. This also means, at least in theory, that players will be somewhat more constrained for a lot of things, since actions that might have been ambiguous in Nirur's game, like "attract immigrants" or "improve productivity," will have concrete mechanical effects, and thus standardized channels, in mine. Of course, not many people tried to do any of those things in Nirur's game anyway.

As for low fatality, yes, I'm afraid so. I don't see the waitlist moving much at all, sadly, which is one of the reasons I'm hand-picking applicants rather than just rolling with first come first serve.
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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #19 on: April 12, 2013, 09:35:54 am »

Character:

Name: Sark
Caste: Male Grondell
Appearance: Of average build and height with greenish-brown scales.
Personality: Although many of his fellow Grondell would consider Sark to be somewhat flighty, he is still a lizard of few words and tends to not have a very high opinion of rhetoric or people who often use it. He is generally cautious and prefers to think through the consequences of any planned action as much as possible. Sark places a high importance on finishing tasks and projects he starts, and tends to get somewhat antsy if he spends a long period of time without doing anything productive.
Bio: Sark was the second son of a stoneworker but decided to use his imposing frame to serve as a bodyguard to wandering merchants rather than take up the family occupation. This eventually got him into the employ of [some person]* in [some city]* where his master decided to impart some knowledge of magic to him.
*I might come up with a mage and/or city later on
Is this alright?
« Last Edit: April 13, 2013, 09:55:19 am by RulerOfNothing »
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Knave

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #20 on: April 12, 2013, 09:43:52 am »

Name: Davven Ratelle
Caste: Human Male
Appearance: A slim, well-groomed young man. He has a trusting face and cold-blue eyes. He carries himself with confidence, his skin - only lightly tanned and his hands lack the rough callouses of a labourer, suggesting a noble upbringing. Fashion and attire seem important to him and he tries to be well-dressed even when not necessary.

Personality: Generally respectful and diligent in the tasks he is assigned to. Davven is generally slow to trust most people of different races and absolutely despises Gnolls for what they have done to his family and home. He is a shrewd individual, but loyal and perhaps even gregarious once you have proven yourself to him a trustworthy friend.

Bio: Born the second son of a poor knight in a nearby village. The village itself had little in the means of resources, but his position did afford him the opportunity to practise in some limited education and swordplay from his father. He grew up reading the few dusty old books that were available to him.

Unfortunately a roving band of Gnolls had different plans for young Davven and his family. Descending on the village at night, they pillaged and burned everything they could. His father, tasked with protecting the village, rallied the few men he could along with Davven's older brother and attempted to protect the villagers. Ultimately unsuccessful, both his father and brother were slain for their attempt at resisting the Gnolls. The home he had known all his life was put to the torch.

Davven slipped away in the night, with no where to turn, he headed to the city, hopeful that someone would listen to his plight. Once he arrived, he was taken in by the city's eccentric wizard, who saw potential from his reading and writing ability and determination to please. He hopes that one day he can help unlock the secrets of reversing death so that no one else must suffer the same tragedy that he has.
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Harry Baldman

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #21 on: April 12, 2013, 09:57:03 am »

Character Sheet:
Name: Ixkyl

Caste: Male Airsprite.
Spoiler: On Airsprites (click to show/hide)

Appearance: he is invisible, so he doesn't appear to anyone at all. He does, however, smell faintly of chlorine. His voice is melodious baritone and, though you can't really see it, he is slightly shorter than an average human.

Personality: Ixkyl is slightly more reserved than the average airsprite, though not averse to conversation if the subject is pleasing enough. He particularly enjoys discussing magic, its intricacies and applications, and this is the only form of technology he appreciates. His greatest ambition is to master magic and utilize it to attain fame amongst other airsprites. He enjoys the company of other races, relishing the differences in character between himself and them. More than that, though, he loves seeing them react to unexpected situations, particularly when they are of his making. He likes playing practical jokes, though he's not too good with them, having the characteristic airsprite tendency to go too far with his own antics to amuse himself.

Biography: Ixkyl, born 11 years ago in an unassuming tree in the woods not too far from where he lives now, has, like some other airsprites, had a pretty uneventful life up to this point. This infuriates him immensely, as he has always hoped to be one of the greats. One of the airsprites the other airsprites always talk about, like the One Who Made The Man Eat Rocks Daily For Ten Years or the One Who Impersonated A God And Led A Cult Dedicated To Overthrowing The Order Of The World. You know, somebody who became somebody. But alas, the opportunities were few and the people he could find were boring. That is, until he heard of this glorious thing called magic from a hapless human wanderer lost in the woods, seeking some city and master to study under or another. After posing as a kindly spirit and interviewing the human, Ixkyl knew that this, this was something! Magic, power, the ability to do things no airsprite has ever done, the power to rise from his humble origins and become somebody! After leading the human in completely the wrong direction as a reward for his trusting nature, Ixkyl went to the city the man spoke of, hoping to locate the revered master of magic the man spoke of. Upon finding the master and getting accepted as an apprentice, he knew that he was going to become part of something big. And this, he thinks, is the best he's felt in his life.

((Not sure if overpowered. Just had the idea.))



Wizard Submission:
Name: Vadhe Viliendi

Caste: Male Gnoll

Appearance: a six and a half foot tall humanoid with the head and legs of a brown hyena, Vadhe's frame is slender and slightly more canine than that of his peers. His fur is much longer on the neck and torso than the rest of his body, with the fur along the neck being slightly lighter. His ears are fairly large and usually perked straight up, his eyes are deep brown and show quite a bit of intelligence. His manner is quiet and dignified, each one of his movements carefully considered and deliberate. He usually wears a dark brown, concealing frock that obscures virtually all of the features of his body except the fur on his neck, most notably his horizontally striped arms and legs, which have been a point of inexplicable embarrassment for him.

Personality: Vadhe Viliendi is a quiet, contemplative sort in his everyday life, a man of few words and careful action. He can often be found in his room, considering the happenings of the day, their meaning and significance in his life, the happenings of the year and their respective significance for the world, and the fundamental mysteries of life and magic. He is utterly without humor, though at the same time he is unusually sympathetic to the needs and wants of any that come to him seeking aid or counsel. He has a heightened sense of empathy and values considerate and polite behavior over all else. He is prone to fits of philosophizing, and devotes much of his time between his twin passions of preaching and the study of magic.

Biography: Vadhe comes from a long line of gnoll preachers - at least ten generations of the Viliendi family have been holy men of their tribes, later taking up the role of preachers as the gnoll tribal beliefs merged into a cohesive religion and became institutionalized, focusing on the worship of several influential spirits, chief among them the spirit of gain and the spirit of battle. Trained almost from birth to succeed his father as the head priest of the local temple of his hometown, Vadhe had always been a little strange. His prayers were always somewhat different from what his father had taught him, and sometimes he would just get the strangest ideas in his head. However, attitudes in his town soon became very, very different when Vadhe, only a lad of 11 years at the time, managed to cure a fellow gnoll of the black cough, a disease thought to be incurable at the time through any conventional method. Moreover, he seems to have done this simply through prayer and an effort of will.

The next years were ones of blissful confusion - though the people were thankful for the healing and helping Vadhe did, they couldn't help but question how he did it - once again, he didn't pray quite like the rest, and his supernatural acts became more dramatic and impressive as time went on. Eventually, his village had become quite famous for the spiritual prodigy that lived there, and pilgrims from all over the gnoll territories came to it to receive blessings, get themselves cured of ailments or just bask in the visage of the Gifted One. This continued for quite a few years, well into Vadhe's early adult years, in fact. But it had to come to an end, as Vadhe felt that there were greater things still ahead of him. So he left his village one day, never to return.

Nobody knows what paths he wandered in the five years to come. One thing is known, though - he wound up in a city far away from his original home, and his skill at magic had grown in leaps and bounds in the period. Armed with his faith and mighty magic, he singlehandedly built an impressive monastery in the city, seeking to attract followers to his faith and students of his power, so that he may teach the art and joy of his miracles to the chosen and worthy.

Magic Abilities And Tendencies: Vadhe Viliendi can perform a wide variety of miracles, from manipulating elements to healing maladies to shaping energy, but he always focuses himself with special prayers or chants to do this, sometimes invoking the name of a spirit to achieve results. In addition, he can't manage a whole lot of these displays per day, as they leave him somewhat winded. Most of his supposedly spiritual powers come to be as some form of warm light that obscures what exactly is happening behind it.



City Submission:
Name: Landsend

Race: approximately 50% Human, 25% Mermaid, 10% Dwarf, 10% Harpy, 5% Other

Location: founded on what used to be a mermaid fishing village at the mouth of the Culevenne River, Landsend is a primarily human-mermaid city, with a sizable dwarven and harpy population having come in from the surrounding lands. The mouth of the sizable river provides a good spot for ships to make port, and the water of the river is a boon for farmers deeper inland. The city-to-be is surrounded by thick broadleaf woods from all sides, with several lagoons located not too far from the area.

Province: the area is rather warm and humid, located near the east coast of an ocean and next to a rather tall mountain range some hundred miles farther inland. It frequently rains in Landsend because of this, as the mountain range holds up a lot of precipitation coming in as a result of the prevailing winds of the area. The province is inhabited by quite the variety of races - in the mountains, there are several small, though flourishing dwarf settlements at the foot of the mountains and settlements of insular harpy mountain people higher up, and members of both races have come to the city motivated by prospects for treasure and prestige. In addition, several mermaid communes exist near the river, though they've been in decline lately as more and more mermaids flock to Landsend. There have also been sightings of shamblers, dryad hermits, grondell prospectors and gnoll raiding parties in the wooded areas surrounding the city. The ocean provides a handy trade connection to some mermaid settlements located on nearby archipelagos. It is also speculated that a trade route to the somewhat more far-off Centaur Isles and the Kik'kithik Clanlands could be plotted from here.
« Last Edit: April 12, 2013, 02:18:31 pm by Harry Baldman »
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ragnarok97071

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #22 on: April 12, 2013, 10:06:41 am »

So an invisible race that exists purely for the sake of the lulz?

... Good lord it's the living embodiment of Anonymous O.o
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Digital Hellhound

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #23 on: April 12, 2013, 10:07:32 am »

Interested! If it's not too late, I'll try to get my app(s) up soonish.

EDIT: Here we go;

Spoiler: Choll Naen (click to show/hide)

Spoiler: Wizard App (click to show/hide)

Ready to tweak backgrounds and whatnot if required.
« Last Edit: April 12, 2013, 11:42:22 am by Digital Hellhound »
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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #24 on: April 12, 2013, 10:37:30 am »

-Reserved to post application later-
Edit:
Spoiler: Crawler (click to show/hide)
« Last Edit: April 12, 2013, 03:27:41 pm by My Name is Immaterial »
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IronyOwl

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #25 on: April 12, 2013, 04:29:35 pm »

Appearance: Pending clarification on what exactly "covered in bony plates and spines" means.
Think a sandslash- very heavyset, covered in thick, sometimes pointy scales or plates, moreso on the back.


((Not sure if overpowered. Just had the idea.))
Hm. Not sure either, but leaning towards it being alright.
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Nirur Torir

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #26 on: April 12, 2013, 05:26:20 pm »

Quote
Nirur probably also has a reserved spot for coming up with and running the game I ruthlessly stole from to produce this one.
Cool, I always knew blatantly plagiarizing old games would one day help with something.

-Character submission-
Name: Wallace Nathanael Wilson
Caste: Male Gnoll
Spoiler: Appearance (click to show/hide)
Bio: Wallace was adopted by a minor noble during his infancy (He never got a response about his origin, and quickly stopped asking). His father considered himself a scholar, and wanted to see if a member of a "savage brute race" could be properly civilized through a strict upbringing. (His findings can be found in On The Civilizing oƒ the Savage Brutes).
Wallace was raised as a human, and generally behaves like one. The human diet has stunted his growth slightly, but he could still beat the average human drunk in a bar-fight. He is fairly well learned, having gone through his adopted father's library.
Personality: He generally considers himself to be like a human, and is thankful he wasn't raised as a gnoll. His upbringing has left him with a strong dislike of the poor and racist against other gnolls, the warlike barbarians. Unexpected confrontations tend to leave him paused for several seconds as he reigns in his natural inclination to bite the threat's throat out. He much prefers prior planning and finesse to brute force and rash decisions. He is a scholar at heart, and loves learning.
He is most motivated by his need to show his new master that he is worth keeping as an apprentice, followed by a desire to gain personal power, and finally discovering the secrets of magic for the sake of knowledge.

-Wizard Submission-
Name: Lord Edwin Woodrow Maynard
Caste: Human male
Appearance: Taller than average, muscular, clean-shaven with shoulder-length blond hair. He tends to wear elaborate robes in dulled warm colors, over platemail and a full helmet when in military garb.
Personality: Edwin could easily be mistaken for a paladin. He is highly motivated and driven to spreading his god's influence. He is somewhat racist towards non-humans, ordinarily keeping them in less glorious/more difficult positions unless they can prove themselves to be worth as much as a human on an individual level. He considers himself to be self-sacrificing and ruling for the good of his people (after his "god's" will, of course). He tends to be calm and collected, if a bit overaggressive when spreading his god's influence.
Deity: Useusmeu, who most commonly takes the form of a giant blue cat. Spheres: The Forge, Arts, and Innovation.
Bio: Edwin was raise as a monk of Useusmeu. An entity claiming to be her appeared in his dreams when he was five, swore him to secrecy against revealing her presence to his elders, and occasionally gave him bits of advice as he grew. She one day taught him the basics of magic, and encouraged him to leave. He did so, eventually cured a noble's daughter and only heir, was granted her hand in marriage, and inherited the keep near <<CITY>> a few years later, becoming its ruler. His new wife, Sonia, is unsuited to magic, and only marginally competent at governance. She is quite skilled at playing several instruments, singing, and poetry.
Edwin tends to use light and fire based magic, following a 'holy' theme. He focuses on healing and defensive blessings, with some lesser alterations and offensive evocations for variety. His spells tend to be flashy, following Useusmeu's Art sphere.


City Submission:
Name: Landsend

Race: approximately 50% Human, 25% Mermaid, 10% Dwarf, 10% Harpy, 5% Other

Location: founded on what used to be a mermaid fishing village at the mouth of the Culevenne River, Landsend is a primarily human-mermaid city, with a sizable dwarven and harpy population having come in from the surrounding lands. The mouth of the sizable river provides a good spot for ships to make port, and the water of the river is a boon for farmers deeper inland. The city-to-be is surrounded by thick broadleaf woods from all sides, with several lagoons located not too far from the area.

Province: the area is rather warm and humid, located near the east coast of an ocean and next to a rather tall mountain range some hundred miles farther inland. It frequently rains in Landsend because of this, as the mountain range holds up a lot of precipitation coming in as a result of the prevailing winds of the area. The province is inhabited by quite the variety of races - in the mountains, there are several small, though flourishing dwarf settlements at the foot of the mountains and settlements of insular harpy mountain people higher up, and members of both races have come to the city motivated by prospects for treasure and prestige. In addition, several mermaid communes exist near the river, though they've been in decline lately as more and more mermaids flock to Landsend. There have also been sightings of shamblers, dryad hermits, grondell prospectors and gnoll raiding parties in the wooded areas surrounding the city. The ocean provides a handy trade connection to some mermaid settlements located on nearby archipelagos. It is also speculated that a trade route to the somewhat more far-off Centaur Isles and the Kik'kithik Clanlands could be plotted from here.
Seconding this, but with a small village of human trappers inland along the river to trade with, and a higher percentage of humans in the city itself. Gotta keep unrest down.
« Last Edit: April 13, 2013, 10:11:21 am by Nirur Torir »
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ragnarok97071

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #27 on: April 12, 2013, 05:55:01 pm »

... what happened to the part where a normal city shouldn't have more than one race?
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RAM

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #28 on: April 12, 2013, 06:59:06 pm »

Sorry, blame me, I started it. Although mine is sort of more like one large city with a separate small city above it. The small city doesn't really have a comprehensive transit system, so folk would be going through the large city to reach spots in the small city... And given that dryads are probably smaller than shamblers, the smaller city is probably tiny...

I would suggest that people not vote for their own ideas, as it provides more interesting voting...

But for all I know the G.M. will choose whatever they like...

This deserves its own character entry, I'll go create a harpy that is similar to my kobold...

Which is here...
Name: Shaggy Wing
Caste: Male Harpy
Appearance: Small with each wing about twice the length of torso, with three long, taloned fingers and legs about half the length of the torso. Covered in feathers except in places where there are visible scars in grey flesh. Mostly grey with regular black bands. Generally wears a hooded blue closed cloak with green trimming and a similarly coloured kilt.
Personality: Tries to be protective of others but is prone to anger towards oppression and fear-mongering and has a strong desire to prove others, particularly those it views as enemies, to be wrong. He generally tries, and succeeds, to carry himself calmly and with consideration but can easily be provoked into a frenzy, although such frenzies can just as easily be vocal or physical.
Bio: Born far too bird-like he quickly developed into a runt and survived largely because it was entertaining to mock with scraps, taunts, and the occasional impromptu falling lesson. After years of being kept as little more than a pet he managed to escape aboard a trading caravan.
 When discovered, he was set to work as a look-out in exchange for food, clothes, and lodging. After a short while of this its anti-social tendencies led to it being dumped in a large settlement where it rapidly withered. During a particularly cold night, he had a vision of a place that he had to be. He followed this vision, half-delusional and with hopes of making a fresh start, to the master wizard before collapsing from neglect, although not without first demonstrating some mystical potential from having found its way there...
« Last Edit: April 13, 2013, 05:16:58 pm by RAM »
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IronyOwl

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #29 on: April 12, 2013, 07:26:43 pm »

Sorry, blame me, I started it. Although mine is sort of more like one large city with a separate small city above it. The small city doesn't really have a comprehensive transit system, so folk would be going through the large city to reach spots in the small city... And given that dryads are probably smaller than shamblers, the smaller city is probably tiny...
Yours also had the potential explanation that the wizard had orchestrated that for a more unified plant-force, though. The rest are more organic, and thus less feasible with all the racists inhabiting these cities at the moment.

That said, it's not terribly hard to make adjustments where necessary.

But for all I know the G.M. will choose whatever they like...
I swear my goal isn't just to kill you or encourage you to kill yourselves this time. Though I regret nothing for every other time. Summon a plant boss, it'll be cool.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.
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