Turn 1: Montages EverywhereThe great city of Landsend sits at the mouth of a river, surrounded largely by lush woodlands, too-wet marshes, and scattered lagoons. A great mountain range is visible further inland from high spots in the city, the apparent source of the city's great river.
Of course, not all is well within and around Landsend. History suggests that the local mermaids were none too keen on being displaced by the humans that claimed this spot, and there are tensions between the city proper and the surrounding mermaid fishing villages to this day. Dwarves and harpies are reputed to inhabit the mountains and nearby regions, though there's generally enough woodland between the city and there to prevent that being an immediate issue. The human trappers known to live upriver are not necessarily so fortunate, however, and that's not all they have to contend with. Various other races have been known to make scattered appearances in the woods, from gnoll bandits seeking plunder to dryad hermits who would rather not have been found out.
Thus has been your rather sparse history and geopolitical lessons on Landsend, the current domain of your master, Vadhe Viliendi, the gnoll high priest. Of his own history he has been somewhat more open in sermons, but has not seen fit to bore you with details specifically; he comes from a long line of gnoll holy men, but his connection with the spirits was stronger than any before him, and they eventually compelled him to leave and seek out greater things.
And greater things he has found. He found it relatively simple to take control of the city- his power, empathy, and charisma proved a potent combination for rallying others to him. Furthermore, he's taken on six apprentices, presumably unusually gifted in magical potential. They are:
Shek'Zeer, the runaway princess. She's a pretty green hue, but doesn't talk much.
Kelnoia Vitreus, the mermaid adventurer. She's rather petite and naive, but fairly impulsive for one so small.
Sark, the grondell bodyguard. A curious choice for a future wizard, but perhaps Vadhe sees things others do not.
Davven Ratelle, the human son of a knight. He carries himself with a noble air, but doesn't seem quite as... relaxed around Vadhe as the other apprentices.
Wallace Nathanael Wilson, the gnoll scholar. He's a bit snooty, but very inquisitive. He's in good company with Vadhe in breaking gnoll stereotypes.
Zuth of the Old Mountains, the dwarven noble. His past is mysterious, but his negotiation skills appear to be in order.
Each has been trained in subtle, incomplete forms of magic- becoming better at it but not truly understanding it. Today, that has changed. Vadhe is finally ready to induct you into proper magic.
((Two important things to note here.
One, it was
really hard to select characters. It was difficult but less hard to select wizards. It was fairly easy to select cities, what with that one being the only one with more than one person in favor of it, though it probably would have won out anyway.
Two, it's not absolutely necessary to read the following in precise detail should you be allergic to text. It's essentially a sped-up, auto'd version of several turns in a row, so while it provides a lot of explanation and might be interesting, you can just skip it if you'd like. Vadhe has some additional information for you that is
very important at the end, though.))
WEEK 1"Today," Vadhe said softly, looking out over his apprentices,
"you will begin mastering magic proper. To do this, you must first master a specific type of magic. I look forward to seeing what you can produce on your own in the future.
We will begin with the arts of healing within the sphere of Life and the method of Evocation. Rather than split apart, we shall all study the secrets of this project together. Is everyone ready?"Shek'Zeer: [3] +1 spell
Kelnoia: [1] Nothing
Sark: [1] Nothing
Davven: [2] +1 method
Wallace: [5] +2 spell, +1 sphere
Zuth: [5] +2 spell, +1 sphere
Vadhe: [6] +2 spell, +1 sphere, +1 method (to all)
Kelnoia and Sark... just don't get it. Vadhe blames Kelnoia's shortcomings on her inability to focus, and Sark's on his inability to move forward. He then lectures for some time on the dangers of excess in either direction.
Shek'Zeer does moderately well. She manages to get the healing spell to a point where she can, in fact, cast a healing spell. It drains mana like nobody's business, takes a long time, and doesn't heal very much, but her first step on the road to theoretical magehood is complete.
Davven has peculiar success. He can't actually cast a spell, but he grasps the inner concepts of casting a spell. He gains some knowledge of evoking a spell, even without actually grasping the spell he was trying to call upon.
Zuth and Wallace, on the other hand, succeed completely in their efforts, grasping and even crudely casting not only the spell, but understanding more of this sphere of life they're supposedly drawing from.
Vadhe, meanwhile, manages to impress them all with his insights. You suppose it's only natural that he should be far, far better at this than you, but the way he manages to inspire you all to surpass yourselves, never just handing out answers, always encouraging, is truly remarkable. You're reminded once again why he has not only you, but the entire city in his service.
Seeing that you are progressing nicely but remain impractically inexperienced, Vadhe opts for more of this communal training and research. He observes that your mastery over Life and Evocation are, strictly speaking, too weak to properly master your current spell, and so opts for a different, but very closely related, approach.
Shek'Zeer: [1] Nothing
Kelnoia: [4] +1 spell, +1 method
Sark: [2] +1 method
Davven: [2] +1 method
Wallace: [6] +2 spell, +1 method, +1 school
Zuth: [1] Nothing
Vadhe: [4] +1 spell, +1 method (for all)
This time it's Shek'Zeer and Zuth who cannot make heads or tails of the intended spell, a simple purge to disease ("Sadly common in the surrounding areas."). Vadhe suggests that perhaps they have inner failings or anxieties related to leaving their homes that they have not properly addressed, and that this is impacting their ability to bring wellness to others.
Davven is joined by Sark in grasping how to evoke a spell, just not the sphere they're calling on or how to fully cast it. Vadhe remarks how interesting it is that Davven has grasped evocation so much more readily than Life or his intended spells.
Kelnoia does well enough, while Wallace once again proves himself a prodigy, advancing rapidly. Vadhe's assistance is helpful but not quite as inspiring as last time.
Given last week's fairly meager success amongst most students, Vadhe sees fit to hold a third week of joint training on that very same spell. "Curing disease is one of the holiest and most useful of tasks, little ones."
Shek'Zeer: [2] +1 method
Kelnoia: [6] +2 spell, +1 Life, +1 method
Sark: [1] Nothing
Davven: [2] +1 method
Wallace: [3] +1 spell
Zuth: [3] +1 spell
Vadhe: [2] +1 method (for all)
Sark once again has great difficulty grasping the subject, and Vadhe wonders aloud if he's not pursuing Sark's true potential properly.
Davven is joined by Shek'Zeer this time in grasping the tenets of Evocation but not really disease curing. Wallace and Zuth are meanwhile just average, advancing their spell knowledge. Vadhe's teachings are unusually fundamental, focusing more on evoking the spell properly than any other topic. Kelnoia truly shines this time, however.
Davven, perhaps not surprisingly, is the first to master Evocation, followed shortly by Kelnoia. Vadhe congratulates both of them on this difficult hurdle, and points out that they are both now qualified to evoke spells of the first tier, even if they cannot say the same regarding their Life knowledge.
With much of his apprentices again surpassing their current sphere knowledge, Vadhe chooses yet another spell... but this time, with a different method. "Sometimes preventing disease can be as important as curing it."
Shek'Zeer: [5] +2 spell, +1 Life
Kelnoia: [3] +1 spell
Sark: [1] Nothing
Davven: [1] Nothing
Wallace: [6] +2 spell, +1 Life, +1 Enchantment
Zuth: [4] +1 spell, +1 Enchantment
Vadhe: [2] +1 Enchantment (for all)
Sark once again fails to accomplish anything, joined this week by Davven. Vadhe looks almost sadly at Sark. "I believe your talents lie elsewhere. I must apologize for attempting to bend them so harshly here, but I feared you lacked the knowledge to properly be released to your own devices. I shall look into finding you a more suitable craft, but it will not be easy without a solid base to work from."
Success is otherwise across the board. Vadhe's aid is once more focused on methods, Kelnoia and Zuth do alright, Shek'Zeer and Wallace shine. Vadhe smiles proudly at Wallace.
With his pupils still insufficiently skilled at Life magic, Vadhe continues training. He apologizes to Sark, but explains that without a foundation to work from, trying to master spells of his own will be difficult or impossible, which applies equally well to the other students. Thus, he can't assist Sark and Sark can't assist himself, but he's welcome to gain what he can in the meantime.
Shek'Zeer: [5] +2 spell, +1 Life
Kelnoia: [6] +2 spell, +1 Life, +1 Enchantment
Sark: [1] Nothing
Davven: [4] +1 spell, +1 method
Wallace: [6] +2 spell, +1 method, +1 Life
Zuth: [4] +1 spell, +1 method
Vadhe: [3] +1 spell (to all)
Wallace and Kelnoia do remarkably again, with Shek'Zeer just a bit behind. Davven and Zuth do alright, Vadhe's assistance is helpful but not groundbreaking, and Sark once again accomplishes nothing without Vadhe's assistance.
Shek'Zeer and Wallace both master Basic Resist Disease, though neither is fully able to cast it properly yet. Wallace makes a further breakthrough in mastering the first tier of Life magic, even if his knowledge of Methods is still too weak to properly cast anything.
The next week, Vadhe does something differently. He calls you all together for an announcement.
"You have advanced far, all of you. However, now I feel it is right to set you loose and allow you to pursue your own projects... within reason, of course. I ask that you listen carefully, however, for there is much you must know for this new turn of events.
The first is that none of you possess the skills to perform research on your own. Three of you now possess the skills to perform research without me, however. This is a great accomplishment, and you should feel proud of yourselves. Davven and Kelnoia, your mastery of Evocation is sufficient to research and cast evocation spells of the first level. Wallace, your mastery of the sphere of Life is sufficient to do the same. While none of you could do so on your own, together you have all the knowledge you need to advance yourselves in those realms. You may still require my assistance should you wish to master Enchantments, but there is much you can do with what you have, and I may be able to assist you from time to time.
I ask that you work together on this. Help those less fortunate than yourselves, be gracious to those more fortunate than yourselves, and go always with grace and dignity."Under normal circumstances, a wizard may advance a spell he's not fully qualified in only to 1/5 normal power (less for more egregiously unqualified individuals). This means while it is theoretically possible to achieve a wide range of effects if you're desperate enough, practical usage tends to require actually having a Method and Sphere at the same level as the spell you're attempting to research.
Wizards may cooperatively research spells by pooling their talents. This does not totally void the casting restrictions on spells, but it does allow each collaborating wizard to perform research using any or every other wizard's qualifications. This obviously requires each wizard be researching the exact same spell, and typically requires each wizard be at least vaguely qualified to participate (you cannot allow a complete novice access to powerful spells via extraneously including them in a cabal, for instance).
Other types of collaborative research might be possible, but they are beyond your scope for now.
"There is one more thing I must sadly caution you about. As you may have noticed, researching spells requires casting them. This requires mana.
Mana is, I fear, in rather short supply. I had stockpiled a fair amount for just this purpose, but reserves are low. I believe we shall have barely enough to cover each of you performing your own research, but little else, and I may need some from time to time.
I shall look into acquiring more, but until then, be aware that we may need to conserve some in the future.
Finally, as an apology to Sark, I shall be aiding him directly in whatever he should wish. It seems he is simply not well-suited to the magics of Life."With that, you're left to your own devices to a far greater degree than you ever have been.
Now what?
Shek'Zeer (derm)
[A pretty greenish bugwoman.]
-
Life Magic 0 (3/5)
Basic Healing >>1<< (3/5)
Basic Cure Disease >>1<< (1/5)
Basic Resist Disease 1
Evocation 0 (4/5)
Enchantment 0 (1/5)
-
Novice Stealther
Novice Herbalist
Kelnoia Vitreus (ragnarok)
[A petite mermaid with fair skin and long seaweed-colored hair.]
-
Life Magic 0 (3/5)
Basic Healing >>1<< (2/5)
Basic Cure Disease >>1<< (4/5)
Basic Resist Disease >>1<< (4/5)
Evocation 1
Enchantment 0 (2/5)
-
Novice Singer
Novice Dancer
Sark (RulerOfNothing)
[A greenish-brown grondell.]
-
Life Magic 0 (1/5)
Basic Healing >>1<< (2/5)
Basic Cure Disease >>1<< (1/5)
Basic Resist Disease >>1<< (1/5)
Evocation 0 (4/5)
Enchantment 0 (1/5)
-
Novice Intimidator
Toughness +1
Davven Ratelle (Knave)
[Slim, well-groomed young man with a noble air.]
-
Life Magic 0 (1/5)
Basic Healing >>1<< (2/5)
Basic Cure Disease >>1<< (1/5)
Basic Resist Disease >>1<< (2/5)
Evocation 1 (1/10)
Enchantment 0 (2/5)
-
Swords +1
Novice Diplomat
Wallace Nathanael Wilson (Nirur)
[A very dignified-looking gnoll.]
-
Life Magic 1
Basic Healing >>1<< (4/5)
Basic Cure Disease >>1<< (4/5)
Basic Resist Disease 1
Evocation 0 (4/5)
Enchantment 0 (3/5)
-
Novice Scholar
Novice Diplomat
Zuth of the Old Mountains (Evil)
[A somewhat tall, well-dressed dwarf.
-
Life Magic 0 (2/5)
Basic Healing >>1<< (4/5)
Basic Cure Disease >>1<< (2/5)
Basic Resist Disease >>1<< (3/5)
Evocation 0 (3/5)
Enchantment 0 (3/5)
-
Novice Diplomat
Unarmed +1
Landsend
Pop 3 [Human]
Village Center (1P/1G/1R)
Shrine (+1 mana/turn, 1 Upkeep)
1 Village (1F/1G/1P), 2 Hamlets (1F/1G)
0 Food/turn (3-3)
2 Production/turn (1+1)
3 Gold/turn (3+1-1)
1 Research/turn (0+1)
7 Mana/turn (1+5+1)
-
Researching Temples (5/20)
-
20 Gold