After much writing you come up with a ≡Diplomatic Letter for the Elven lords≡ in which you state the current situation of the war, and the necessity of forming an alliance if we wish to stop the Ferelon before further damage is done. The letter is finished; you send it to the scribes of the college so that they may copy it and distribute it to all of the elven city-states. The letter addressed to the dwarves is not faring as well and you decide you’ll be finishing it tomorrow after a good sleep.
Levitate. Levitate now. Levitate until it is boring. Levitate more.
How long would a detour through elven or dwarven lands take? Can we leave early?
Lobby for access to the city's graves, better to use them now to hold the pass than to save them for some flimsy defence of the city.
Try to contact dead dwarves in an effort to gain leverage with their people.
Send letters to all the elven lords citing the usual unity in the face of doom line. Imply that some of the elven nations have already joined your cause.
Hire some of the experienced mercenaries and send them ahead with some parts and labour to assist with the fortification of the pass.
P.S.
The Romans made extensive use of constructions, if those constructions happen to spring out of the ground at our whim, and there happens to be a fire in front of it, then so much the better. But there is little point in worrying about what might have been...
The next morning, being awaked by the sound of two students fighting in the halls bellow your room, you decide to forsake your usual Saturday’s bath and just dress in newly adquired
Archmage’s robes; you make a mental note about the importance of sleep and about punishing the idiots who depraved you from it . You feel too tired to walk to the teachers’ hall and decide to cast:
LEVITATEAs you sleepily float all the way down to the teachers’ hall, you decide it will be better if you finish the preparations and depart as soon as possible. Speaking of preparations, you still haven’t even thought about what you should take to the journey and, worse yet, don’t even have a map! Realizing that, you change your mind and decide to make a quick trip to the library in order to fetch a map and in the way you get some more charcoal and scrolls for all the letters and notes you plan on writing.
Finally having arrived at the teachers’ hall, you sit in the usual table, where you engulf your breakfast, something that is surprisingly hard to do while levitating at two feet from the ground. You also take advantage of this little free time and discuss with your friends the current situation. Surprisingly, most of them are willing to accompany you in the mission, and even suggest you should ask Gramorious Foregi, one of the elders, if he wishes to accompany you. During the conversation you tell them about your plans of hiring mercenaries and amassing a huge undead army before arriving to Skarrane, they originally suggest you against to bring an undead army into the fortress but you manage to convince them otherwise.
Once your friends leave to impart their respective classes, and you are again able to sit down thanks to the effects of the levitation spell wearing off, you take out the region map in order to
begin planning your journey. Obvious options are to stick to the roads, traveling through the human cities of Delener, and Redanes, places where you could hire some mercenaries or get some news of the Aljerenian army; transverse the jungles where the elven city-state of Ajame is located; cross the wastes of infamy and travel to the ruined city of Thioldel to raise your undead army (a travesty you should probably do alone). It’s also a good time to
start planning what to take : a nice sword and suit of armor and several scrolls of communication come to mind.
Legend
Orange:Elf
Red:Human
Purple:Dwarves
Light blue dot: your estimated position (you are currently inside the college)
Health: 20/20
Mana: 35/40
Skills:Takented persuader, talented judge of interest, adept leader, talented conversationalist, Great necromancer, accomplished summoner
Inventory:
Archmage robesSummoning Circle: empty
General
Heal self 1 Mp restores 2 hp from your life counter.
Detect aura 2 Mp detects the aura of nearby leaving things.
Levitate 5 Mp you know, real wizards don’t walk.
Fireball 1 Mp cast a simple fireball.
Magical armor 5 Mp Raises your armor level by 1
NECROMANCY
Raise undead (Mp depends on size 1-5) raises one corpse back from the grave.
Mass raise undead (10 Mp +1 for every 2 corpses) raises 10 humanoid corpses to fight for you.
Wisdom of the dead (MP 10) allows you to communicate with deceased friends in order to ask for advice
Steal life (Mp depending on the amount of life to steal) pretty obvious, isnt it?
Destroy Soul (Mp 20) destroys the soul of a poor living thing.
Raise army (RITUAL) rises all the corpses in a radius of 2 miles and makes the bend to your will.
Destroy undead (Depends) destroys weaker undead for free, stronger undead may be more difficult to destroy.
Summoning
Summon object (Mp depends on size) summon an object from your summoning circle.
Teleport (Mp 15) teleports you to a previously defined place
(more spells coming as I get ideas for them)
Order of The White Sun: an order of paladins who have sworn to protect the lands of Aljeren from all evil. Aprox strength: 75 paladins
Army of Delener: The small army from the city you were born. Aprox strength: 50 men-at-arms, 250 soldiers and members of the city guard.
Esvas Duskor a dwarf friend of yours. She is a talented enchanter and swordfighter and is willing to accompany you in your journey.
Ea Nerili he is one of your oldest friends. Is probably one of the best life mages in Aljeren and wishes to accompany in your mission.
Redos Nodales you have known Redos since your childhood. He is a very talented storm mage, he is willing to accompany you.
Otheos Gumbrijid Otheos is your diviner friend. He is unwilling to accompany since he feels this mission will be your demise.
Gramorious Foregi your friends suggested you should invite him to the journey. You have never heard of him before.