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Author Topic: Apprentices to a Master Wizard [Turn 11: That Actually Worked!]  (Read 12974 times)

Nirur Torir

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #30 on: April 12, 2013, 07:38:16 pm »

The rest are more organic, and thus less feasible with all the racists inhabiting these cities at the moment.
I was thinking significantly less other races, with the chance to easily get other racial POPs once we have supertavern1000s of +4 pacification on every street corner. I mostly seconded it because a river delta trading city near a dwarven mountain is what I was planning to suggest.

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.
I sure am glad that my plans of studying spell components breadth-first and then combining them, like mixing a stack of jigsaws with scissors and duct tape, with won't have any horrible aftereffects.
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Harry Baldman

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #31 on: April 13, 2013, 12:23:30 am »

I suggested a multicultural city because A) there's more variety in it that way, B) there's more potential for unrest and conflicts, C) racism didn't seem very pronounced at the moment, D) there doesn't seem to be much potential for animosity between humans and mermaids (humans and harpies, that's slightly different, what with all the negative stereotyping of them), E) it seems natural that a trading city would have slightly more open attitudes to other races, since they have to deal with them all the time.
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RAM

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #32 on: April 13, 2013, 12:59:56 am »

A> Too much variety and we get bogged down in our own civil matters and spend too much time trying to keep the home front stable, and besides, with everyone basically under our thumb, they have limited opportunity to express their variety.

B> I don't think that multiple races, or indeed multiple cultures, has every been required for conflict. All it takes is two folk who either want the same thing and aren't willing to share, or want something different and aren't willing to compromise...

C> The only one race per civilisation suggests that racism is somewhat common.

D>I rather suspect that mermaids would despise humans with the blazing passion of a thousand vengeful stars locked in a cramped elevator with nothing to eat but hot chilli peppers. I mean, humans basically abuse the water in every way they can and don't really contribute a thing. Sure, having a civilisation to protect it would help a little, but humans are pretty dependent upon abusing water, take that away and it sets civilisation back a few ages...

E> That... actually makes sense, But the trading city is probably founded by a specific race...

P.S.
 I am in a hurry, so not really thinking this through, apologies if I offend.
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Harry Baldman

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #33 on: April 13, 2013, 01:38:24 am »

A> Too much variety and we get bogged down in our own civil matters and spend too much time trying to keep the home front stable, and besides, with everyone basically under our thumb, they have limited opportunity to express their variety.

Ah, but maybe they don't live under our thumbs? With variety, politics and such would take on a much more nuanced and complex nature. Besides, it wouldn't make sense for a wizard to be a ruler of a city since wizards aren't rulers. They're wizards, and usually hardly qualified to be leaders of a town, anyway. I can imagine the city council - humans, mermaids, harpies, dwarves and perhaps even others (like, say, the wizards themselves) - getting together and bickering over the issues of the day and whether to involve the wizard to solve everything again. I like that idea.

B> I don't think that multiple races, or indeed multiple cultures, has every been required for conflict. All it takes is two folk who either want the same thing and aren't willing to share, or want something different and aren't willing to compromise...

That's true. But the issue of multiple races living together and dealing with their racism in order to make a living is, once again, interesting to me.

C> The only one race per civilisation suggests that racism is somewhat common.

Also true. But, then again, not all cities are like this one. Racism is a very variable thing. It would be natural for a 100% harpy city or a 100% dwarf city to be highly racist, but I suspect that, as I said in point E, trading cities would be less racist than others.

D>I rather suspect that mermaids would despise humans with the blazing passion of a thousand vengeful stars locked in a cramped elevator with nothing to eat but hot chilli peppers. I mean, humans basically abuse the water in every way they can and don't really contribute a thing. Sure, having a civilisation to protect it would help a little, but humans are pretty dependent upon abusing water, take that away and it sets civilisation back a few ages...

Mermaids, since they don't seem to be able to breathe underwater and have notably humanoid characteristics, are probably not entirely aquatic, so it stands to reason that they'd make homes near the water or in shallow waters - mermaid fishing villages near Landsend (and formerly in the location of Landsend, right in the prominent mermaid neighborhoods of today). And since they are unlikely to persist on sunlight alone, it is likely that they subsist on a diet of fish and/or plants found in water. It is unlikely that they'd hunt in the woods, as they are simply not built for that sort of thing. And I don't see how they could contribute to the ecosystem of the river other than offer themselves up as food to the fish. And since they are apparently very friendly, it does not seem plausible that they would have a burning hatred of humans, considering that humans only do the exact things mermaids must have been doing for ages - fishing, trading, polluting waters. Not to mention that mermaids are renowned for their crafts and artistry, which humans (though this is conjecture) are likely to appreciate and be fascinated by.

E> That... actually makes sense, But the trading city is probably founded by a specific race...

Yes, in this case those would be humans who struck a deal with the mermaid fishing village already there to allow them to construct their own stuff in the prime location they had and weren't using quite as much as one would like. The mermaids, amiable people that they are, enjoyed the company of the humans and appreciated their commerce-oriented ways while the humans were delighted by the mermaids' art and culture, also appreciating their proficiency as craftsmen. This would make the mermaids plausible as lower-class citizens (fishermen), middle-class citizens (craftsmen, artisans, sponsored artists) and rich people (masterful, famous artists, leaders of craftsman guilds or particularly renowned craftsmen). Humans, meanwhile, would get rich by trading or other commercial ventures as well as industry, not to mention that human craftsmen and artists may also make a reasonable living plying their trade in unique and inventive ways.

I am in a hurry, so not really thinking this through, apologies if I offend.

You do not. In fact, you have let me refine certain ideas and focus on certain important questions. For that, I am thankful.
« Last Edit: April 13, 2013, 01:54:42 am by Harry Baldman »
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IronyOwl

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #34 on: April 13, 2013, 05:33:04 am »

Planning on selecting everything and getting Turn 0 up in around 12 hours. Certainly still room for more submissions and discussion.


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.
I sure am glad that my plans of studying spell components breadth-first and then combining them, like mixing a stack of jigsaws with scissors and duct tape, with won't have any horrible aftereffects.
Must... resist... urge to have this create malformed crimes against nature... that then eat your friends... but that gives you a lot of exp...


A> Too much variety and we get bogged down in our own civil matters and spend too much time trying to keep the home front stable, and besides, with everyone basically under our thumb, they have limited opportunity to express their variety.

Ah, but maybe they don't live under our thumbs? With variety, politics and such would take on a much more nuanced and complex nature. Besides, it wouldn't make sense for a wizard to be a ruler of a city since wizards aren't rulers. They're wizards, and usually hardly qualified to be leaders of a town, anyway. I can imagine the city council - humans, mermaids, harpies, dwarves and perhaps even others (like, say, the wizards themselves) - getting together and bickering over the issues of the day and whether to involve the wizard to solve everything again. I like that idea.
Your master is a bit more resourceful and ambitious than this, and most cities are not terribly well organized to begin with, so it was fairly inevitable that they'd end up in a leadership position. They might have to deal with factions or other political powers, but those aren't likely to include the "real" rulers of the city unless there's a specific reason for it.


C> The only one race per civilisation suggests that racism is somewhat common.

Also true. But, then again, not all cities are like this one. Racism is a very variable thing. It would be natural for a 100% harpy city or a 100% dwarf city to be highly racist, but I suspect that, as I said in point E, trading cities would be less racist than others.
One of the major factors in single-race cities is that they and civilization in general aren't very codified or well-organized yet. A city is, to a large extent, just sort of an accumulation of people who thought it'd be a good idea to live there, which means that when an outsider shows up hoping to live there too, there's a sense among many that they're stealing their land or similar. The notion of a city as a place that's owned by a mayor or neutral ground you happen to live in isn't really a well-developed concept, and thus neither is the notion that anyone should be able to live there or that you don't really have a say in who does or doesn't.


D>I rather suspect that mermaids would despise humans with the blazing passion of a thousand vengeful stars locked in a cramped elevator with nothing to eat but hot chilli peppers. I mean, humans basically abuse the water in every way they can and don't really contribute a thing. Sure, having a civilisation to protect it would help a little, but humans are pretty dependent upon abusing water, take that away and it sets civilisation back a few ages...

Mermaids, since they don't seem to be able to breathe underwater and have notably humanoid characteristics, are probably not entirely aquatic, so it stands to reason that they'd make homes near the water or in shallow waters - mermaid fishing villages near Landsend (and formerly in the location of Landsend, right in the prominent mermaid neighborhoods of today). And since they are unlikely to persist on sunlight alone, it is likely that they subsist on a diet of fish and/or plants found in water. It is unlikely that they'd hunt in the woods, as they are simply not built for that sort of thing. And I don't see how they could contribute to the ecosystem of the river other than offer themselves up as food to the fish. And since they are apparently very friendly, it does not seem plausible that they would have a burning hatred of humans, considering that humans only do the exact things mermaids must have been doing for ages - fishing, trading, polluting waters. Not to mention that mermaids are renowned for their crafts and artistry, which humans (though this is conjecture) are likely to appreciate and be fascinated by.
There's a fun fact about humans and mermaids that none of you necessarily know about yet. It's a minor thing, but I suspect some will find it interesting.

Generally speaking, human interest in mermaid art tends to be more because it might be valuable to others than because they want to enjoy it themselves, though. Mermaid interest in humans tends to be interest in their adventures and ability to bring them new luxuries. Overall they do tend to get along fairly well, though they also tend to inhabit the same areas and so sometimes get into conflicts over that.
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Evil Marahadja

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #35 on: April 13, 2013, 07:14:25 am »

(Wait, the other rp has died!? *Runs over there and notices the last few posts* Oh, a shame, I will post my length turn tomorrow. Donīt really have the time today.)

Name: Zuth of the old Mountains.

Caste: Male Dwarf, a former noble.

Appearance: A little bit taller than the average Dwarf, and not as muscular it is clear that Zuth haven't done a lot of labour work is his life. He always dresses in stylish, fancy clothes. There is not a moment when he doesenīt wear his old family ring, proving that he is one of pure blood.
Other than that Zuth make sure that his beard is well-kept. And he always make a good impression.

Personality: Zuth is quite different from most dwarves. Raised as a noble, he has learned to be social, polite and functions well with different races. While he is greedy, he strives for power rather than pure material richness. He gives a warm and good impression, he is often eager to collaborate with others when he has common interest with someone else.

But all is not well, he has some anger issues, and there are rumours that he has killed several men with just a little bit of provocation. How much truth there is to these rumours remain to be said.  He hates when people who serve under him fails to deliver whatever they promised and has an unhealthy appetite for alcohol. 

Bio: A former noble from the old mountains. Why he travelled to  (CITY) is not known. But most stories involved that he in one way or another got banished from his hometown and family. When someone asks him about it he frowns and proclaims that there is nothing left there for him.  But here is (CITY) he has managed to gain some reputation from the politicians and merchants alike as a trader and information broker.

(Do you want us to come up with a story how we end up as apprentices to our wizard?)
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My Name is Immaterial

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #36 on: April 13, 2013, 01:17:54 pm »

To add my two cents to the mutliracial city debate: a city could have one main race, and then small populations of others. For instance, I don't think that Shamblers are into city building, but there are plenty who live in cities, on the outskirts, in the slums or in lakes and ponds. There might be a human city, with a small mermaid population with its own town inside of the city, like a Chinatown.

Also, how many are you planning on accepting?

IronyOwl

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #37 on: April 13, 2013, 02:02:51 pm »

(Do you want us to come up with a story how we end up as apprentices to our wizard?)
A motivation is helpful, at least, but you don't necessarily need the specifics of "and then he heard about the wizard from a bard and so got there by horse." And of course, it's a bit hard to come up with specifics when you don't know who your wizard is or where they live, but I can tweak things if necessary.


To add my two cents to the mutliracial city debate: a city could have one main race, and then small populations of others. For instance, I don't think that Shamblers are into city building, but there are plenty who live in cities, on the outskirts, in the slums or in lakes and ponds. There might be a human city, with a small mermaid population with its own town inside of the city, like a Chinatown.
This doesn't really address how those would come about, though. You need to have some shamblers deciding to live in the nearby pond and then succeeding often and well enough that it becomes a noteworthy fraction of the population, and they need to be interacting enough that they're a part of the city or else they're just a bunch of squatters or a rival city that's set up shop right next to an existing one.

Also, shamblers are fine with building cities, for a certain definition of "city." They do have a tendency to live and work under the slightly damp canopy of trees rather than lumber or stone structures, but they still manage to operate as a coherent civilization just fine.

Also, how many are you planning on accepting?
6. 4 is just too few.
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IronyOwl

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Re: Apprentices to a Master Wizard [Recruiting]
« Reply #38 on: April 13, 2013, 09:07:31 pm »

Turn 1: Montages Everywhere


The 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.

Spoiler: WEEK 2 (click to show/hide)
Spoiler: WEEK 3 (click to show/hide)
Spoiler: WEEK 4 (click to show/hide)
Spoiler: WEEK 5 (click to show/hide)




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."


Spoiler: Cooperative Spells (click to show/hide)

"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?


Spoiler (click to show/hide)
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My Name is Immaterial

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Re: Apprentices to a Master Wizard [Turn 1: Montages Everywhere]
« Reply #39 on: April 13, 2013, 09:16:33 pm »

Well, enjoy the game. I'm peacing out.

RAM

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Re: Apprentices to a Master Wizard [Turn 1: Montages Everywhere]
« Reply #40 on: April 13, 2013, 09:42:15 pm »

Other gnolls> Feel abandoned and betrayed. Plot...
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Dermonster

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Re: Apprentices to a Master Wizard [Turn 1: Montages Everywhere]
« Reply #41 on: April 13, 2013, 10:58:52 pm »

Well, I want to work on getting that last evocation point but I don't want to ask for help.

So I guess I'll just wait for two other guys to shack up and sidle in during the ceremony, like a funny metaphor.
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RulerOfNothing

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Re: Apprentices to a Master Wizard [Turn 1: Montages Everywhere]
« Reply #42 on: April 14, 2013, 01:01:34 am »

So is there a format we should put our turns in? And should it be assumed that we already know the existence of elemental magic?
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ragnarok97071

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Re: Apprentices to a Master Wizard [Turn 1: Montages Everywhere]
« Reply #43 on: April 14, 2013, 02:14:52 am »

((Good lord Sark... I am SO SORRY.

Also, I love how Kel didn't quite get it the first week, and then just kicked magic's ass after that XDD))

The small mermaid was ecstatic by the time their first lessons were finished, the tip of her tail bobbing and swishing excitedly back and forth in happiness as it had so many times when she'd made breakthroughs in her magic, whether they were through the indirect aid of another or her own ingenuity. She comes to the area where they were to meet early, also a normal thing for her, always excited for the next bit of training they'd receive. Of course, hearing that they were to be picking their own areas of study excited her greatly, though the great number of choices before them worries her a bit. Should she practice her Evocation more? perhaps increase her skill with one of the spells she knew, or perfect her Life Magic? She thinks for a time, actually taking quite some time to think about it... she wanted to do so many things she'd already learned some of...

Eventually, however, she settles on something. On one thing that she'd work on for the foreseeable future... at least until she knew something of the school that had caught her fancy for now. She approaches their teacher, her eyes wide, looking at him, almost pleading as she asks him her question. "Um... Master? You said that if we wanted, you'd help us research Enchantment magic, right? Well... I think I'd like to learn more about that..."


Kelnoia approaches their master and asks for schooling in Enchantment magics if he has the time for it within his schedule.
« Last Edit: April 14, 2013, 02:20:48 am by ragnarok97071 »
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IronyOwl

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Re: Apprentices to a Master Wizard [Turn 1: Montages Everywhere]
« Reply #44 on: April 14, 2013, 05:00:05 am »

So is there a format we should put our turns in? And should it be assumed that we already know the existence of elemental magic?
((Mainly just the usual of bolding your action. rangarok's is a good example of the standard way to go about it.

And I never said elemental magic existed. Neither has Vadhe, and he'd be the only one to know, barring witnesses.))


"Um... Master? You said that if we wanted, you'd help us research Enchantment magic, right? Well... I think I'd like to learn more about that..."[/i]

Kelnoia approaches their master and asks for schooling in Enchantment magics if he has the time for it within his schedule.
"Hm... I will likely be busy with Sark, but perhaps what he desires will fall within enchantment, in which case you might well be able to learn together."
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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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