Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 13

Author Topic: (TSG) Reclaim a Wizard's Tower!  (Read 23100 times)

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
(TSG) Reclaim a Wizard's Tower!
« on: November 11, 2014, 07:05:40 pm »

For generations the The Council of Overmages and the Grenalt Imperial Dynasty have fought tooth and nail, sometimes on the battlefield, and sometimes in the political arenas and courts, for control over the civilized people of the world. All this changed when the Deep Forces emerged from the caverns, carved up a large portion of the surface for themselves, and forced the Council and the Empire into an uneasy alliance in the name of all that is good and sane.

That was roughly 20 years ago, and only now is progress being made against the drow, drugar, and their beastly allies. Although the foe still has plenty of fight left, and is still operating on several offensive fronts, the people of the surface are starting to win battles and reclaim some lost land...


---

You can understand why the four Archmages ahead of you on the waitlist have passed on this opportunity. Westward tower stands close to a major and poorly guarded entrance to the caverns; there is no guarantee the Forces of the Deep will not try to take it and the surrounding lands back. Furthermore, the old imperial general ruling the area is old enough to remember the Mage Wars; He is no fan of your lot, so relations with local imperials will be tense. To top it all off, even in its heyday before the fall, Westward was renowned for mediocrity and magely excess; It was the sort of place where washed up Archmages went to live out their remaining days, not the sort of real estate where one would likely find a young up and comer such as yourself.

Still, you cannot believe your luck in getting the post. Some Archmages apply for towers as soon as they pass the trials, and live out their whole lives without having their number called. No other office an Archmage can hold offers as much freedom and prestige as dean of a tower, and even though Westward's remote location will make participating in Magely politics a bit of a bother, the title does come with the right to representation in the lower chamber. You can understand why the four ahead of you refused the post, but you are also sure they are fools nonetheless. You will not let this one slip by.

---

Character Creation:

You stare at the document in annoyance. General Frevious, the mage hater ruling over and protecting the area which includes Westwind, has just sent word that he wants full profiles on you and all the Journeymen Mages that will be serving under you. The packet of paperwork he sent is huge, but luckily you are only needed for signatures and a few key bits of information; The Council of Overmages has given you a temporary office, to use as a staging area for your trip, fully staffed with young apprentices eager to do your paperwork.

You sigh, and put aside the documents relating to your journeymen, as you do not have any quite yet. You then spend a few minutes filling out the most vital of the forms that you cannot just pass off to your mooks.

Personal Data:
Spoiler (click to show/hide)

Journeymen Selection:

Overmage Logem Tonks bursts into your office with a hurried and excited look on his face. "Three," He declares, "we can set you up with three!"

Every year, a large number of Journeyman ranked mages pledge service directly to the council, and the council, in turn, passes them off to established Acrchmages who have lost Journeymen serving under them to the trials through a draft. Undrafted Journeymen are typically shipped off to the front lines or put on a similarly dangerous assignment. But Logem, who has made the reclamation of Westward Tower a pet project, has promised to funnel a few of the undrafted ones your way.

You are handed a folder full of names and brief bios, and after a quick readthrough, you find the contents to be underwhelming. You suppose all the best ones would have been drafted. Aside from basic tower maintenance and security, The purpose of a Journeyman Mage living at a tower is to aid his Archmage and fellow Journeymen on their projects and spells, train apprentices so that they might someday become journeymen, and prepare his or her self for the trials so that he or she might one day become an Archmage. Most of the candidates you have to pick from could do one or more of these things with some success, but most have some flaw or defect.

"Hurry up and pick," Overmage Tonks urges, "we need to get the paperwork filed before Commander Juiles shows up this evening to escort everybody who hasn't been drafted to the warzone."

Pick 3 Journeymen Mages from the following list to accompany you:
Spoiler (click to show/hide)
Logged

tntey

  • Bay Watcher
  • Likes Fishbone for its ska
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #1 on: November 11, 2014, 07:40:56 pm »

Name: Jasher Galloran
Magely Title: Battle Mage
Race: Human

Special Skills:
Enchantment
Magical Theory
Ritualism
Flavor Skills
Tectonic Magic

Mundane
Master Sword Fighter
Sheild User
Intelligent
Swift
Charismatic

Journeymen
Jorgen Pails
Naz Tinkrin
Kroakin
Logged
Speaking of lowest intelligence, that reminds me of the fact that it's probably your first time in prison. Don't worry, I can give you some tips, having spent some time in a few myself. The best way to make friends here is to drop the soap during shower time. Try it, I'm sure you'll love making friends like that!

Shadestyle

  • Bay Watcher
  • Adorable
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #2 on: November 11, 2014, 07:58:20 pm »

Kroakin, Torch of the Swamps
Wiskers Chewnibbles, The Padded Sage
Rivialia Unclank, The Steel of Steel


These three together can solve each of their respective problems.

A biomage, A dwarven enchanter, and a Heat mage, If Kroakin were to wear enchanted objects, and enhanced in the small amounts of free time the Biomage has, She could use Her fire magic to its absolute full potential with something like fire resistance and tough skin. And the enchanter is sure to have a means of slowing down the process of age on the biomancer, and the Biomancer is perfect for aiding Rivialia when it comes to regaining some small shred of her biological form. Win/win/won.
Logged
You are now having excessive amounts of fun

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #3 on: November 11, 2014, 08:12:06 pm »

Kroakin, Torch of the Swamps
Wiskers Chewnibbles, The Padded Sage
Rivialia Unclank, The Steel of Steel


These three together can solve each of their respective problems.

A biomage, A dwarven enchanter, and a Heat mage, If Kroakin were to wear enchanted objects, and enhanced in the small amounts of free time the Biomage has, She could use Her fire magic to its absolute full potential with something like fire resistance and tough skin. And the enchanter is sure to have a means of slowing down the process of age on the biomancer, and the Biomancer is perfect for aiding Rivialia when it comes to regaining some small shred of her biological form. Win/win/won.
Okay that's nice and all but it requires not selecting

The Pelvis of Truth

and I just don't see that happening.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
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.

Taricus

  • Bay Watcher
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #4 on: November 11, 2014, 08:27:21 pm »

Alright, new selection then :P

Jorgen Pails, Pelvis of Truth
Archer Wargeater, Erector of Walls
Rivialia Unclank, The Steel of Steel
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

tntey

  • Bay Watcher
  • Likes Fishbone for its ska
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #5 on: November 11, 2014, 08:28:58 pm »

You guys fine with my wizard layout?
Logged
Speaking of lowest intelligence, that reminds me of the fact that it's probably your first time in prison. Don't worry, I can give you some tips, having spent some time in a few myself. The best way to make friends here is to drop the soap during shower time. Try it, I'm sure you'll love making friends like that!

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #6 on: November 11, 2014, 08:36:30 pm »

For the record, the only three items bound together are name, title, and race. I will pick skills and journeymen based on individual votes, so Jorgen, for example gets in so long as he is one of the top three suggested, even if there isn't some quote pyramid or consensus supporting him.
Logged

Shadestyle

  • Bay Watcher
  • Adorable
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #7 on: November 11, 2014, 08:43:44 pm »

Apbos

The overpowered

Squidman

Ritualism
Summoning
Tectonic magic
Enchanting

Tinkering
Medicine
Social butterfly
Empathetic
Creative
Logged
You are now having excessive amounts of fun

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #8 on: November 11, 2014, 08:58:47 pm »

Alright, new selection then :P

Jorgen Pails, Pelvis of Truth
Archer Wargeater, Erector of Walls
Rivialia Unclank, The Steel of Steel
This crew sounds like a porno team, so I approve.

You guys fine with my wizard layout?
Honestly, no. Sounds a bit flat and uninspired.


My own suggestion would be a somewhat misunderstood drider queen and her definitely misunderstood henchlings.

Identity:
Name: Emeraldithine Weavewarper
Magely Title: Empress of Souls
Race: Drider

Magical Skills:
Magical Theory - Invent and plan spells, recipes, and rituals of any sort. You still need somebody with the applicable magical skill, be it yourself or a friend, to perform the planned magic.
Bio Magic - Harness and even modify living bodies!
Ego Magic - Harness, modify, and even control minds!
Omega Magic - Harness, modify, and even animate corpses and disembodied souls!

Mundane Skills:
Negotiator
Persuader
Pacifier
Judge of Intent
Clothesmaking

Alternatively, if we can just roll the first four into "Diplomacy" then probably something like Diplomacy/Research/Grappling/Stealth/Clothesmaking.

Journeymen Selection:
Nurgel Swiftmushrooms, Dreadweaver: This very talented drow ritualist recently defected from the Deep Forces. His trustworthiness is still up in the air, and even if he isn't some sort of double agent, his presence will not be well received by local imperial citizens.
Jorgen Pails, Pelvis of Truth: As half incubus born to a human mother, Jorgen is a natural Egomancer. Locals, however, are unlikely to trust a mind controler, particularly one of demonic descent.
Archer Wargeater, Erector of Walls: An Orcish Practitioner of Tectonic Magic who was banished from his tribe for cowardice. He has a bad habit of freaking out when confronted with combat or any sort of other dangerous situation.


This would make us unparalleled at messing with living and unliving subjects, while giving us a ritualist, wingman mind warper, and somebody to handle stone for those rare instances when we're not just living in a giant mushroom or something. Actually now that I think about it why would we ever not be living in a giant mushroom? Maybe we should swap out the orc...

But we can't swap out the orc because this leaves our (suspiciously all-male) harem band of apprentices at a drow, half-incubus, and orc, which when led by a charismatic drider is all kinds of mostly unjustified (unless we want it to be justified) Hell No. The whole game could involve us running around assuring everyone that we're really very friendly, while everyone we haven't personally talked to grumbles about how they guess you need evil to defend against evil and/or how are they gonna know the difference if anything gets through.


Squidman
Shit, I like the way you think. Still voting for drider minion master, though.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
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.

Taricus

  • Bay Watcher
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #9 on: November 11, 2014, 09:05:48 pm »

The big problem with that selection though Irony is that Jorgen hates other mind magic users, which would put that character at odds with him.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Prophet

  • Bay Watcher
  • Cultist and Heretic
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #10 on: November 11, 2014, 09:07:36 pm »

Alright, new selection then :P

Jorgen Pails, Pelvis of Truth
Archer Wargeater, Erector of Walls
Rivialia Unclank, The Steel of Steel
This crew sounds like a porno team, so I approve.

You guys fine with my wizard layout?
Honestly, no. Sounds a bit flat and uninspired.


My own suggestion would be a somewhat misunderstood drider queen and her definitely misunderstood henchlings.

Identity:
Name: Emeraldithine Weavewarper
Magely Title: Empress of Souls
Race: Drider

Magical Skills:
Magical Theory - Invent and plan spells, recipes, and rituals of any sort. You still need somebody with the applicable magical skill, be it yourself or a friend, to perform the planned magic.
Bio Magic - Harness and even modify living bodies!
Ego Magic - Harness, modify, and even control minds!
Omega Magic - Harness, modify, and even animate corpses and disembodied souls!

Mundane Skills:
Negotiator
Persuader
Pacifier
Judge of Intent
Clothesmaking

Alternatively, if we can just roll the first four into "Diplomacy" then probably something like Diplomacy/Research/Grappling/Stealth/Clothesmaking.

Journeymen Selection:
Nurgel Swiftmushrooms, Dreadweaver: This very talented drow ritualist recently defected from the Deep Forces. His trustworthiness is still up in the air, and even if he isn't some sort of double agent, his presence will not be well received by local imperial citizens.
Jorgen Pails, Pelvis of Truth: As half incubus born to a human mother, Jorgen is a natural Egomancer. Locals, however, are unlikely to trust a mind controler, particularly one of demonic descent.
Archer Wargeater, Erector of Walls: An Orcish Practitioner of Tectonic Magic who was banished from his tribe for cowardice. He has a bad habit of freaking out when confronted with combat or any sort of other dangerous situation.


This would make us unparalleled at messing with living and unliving subjects, while giving us a ritualist, wingman mind warper, and somebody to handle stone for those rare instances when we're not just living in a giant mushroom or something. Actually now that I think about it why would we ever not be living in a giant mushroom? Maybe we should swap out the orc...

But we can't swap out the orc because this leaves our (suspiciously all-male) harem band of apprentices at a drow, half-incubus, and orc, which when led by a charismatic drider is all kinds of mostly unjustified (unless we want it to be justified) Hell No. The whole game could involve us running around assuring everyone that we're really very friendly, while everyone we haven't personally talked to grumbles about how they guess you need evil to defend against evil and/or how are they gonna know the difference if anything gets through.


Squidman
Shit, I like the way you think. Still voting for drider minion master, though.
+1 I agree if not this at least play as the Squidman.
Logged
.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

micelus

  • Bay Watcher
  • If you wait long enough, it moves.
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #11 on: November 11, 2014, 09:08:42 pm »

Alright, new selection then :P

Jorgen Pails, Pelvis of Truth
Archer Wargeater, Erector of Walls
Rivialia Unclank, The Steel of Steel
This crew sounds like a porno team, so I approve.

You guys fine with my wizard layout?
Honestly, no. Sounds a bit flat and uninspired.


My own suggestion would be a somewhat misunderstood drider queen and her definitely misunderstood henchlings.

Identity:
Name: Emeraldithine Weavewarper
Magely Title: Empress of Souls
Race: Drider

Magical Skills:
Magical Theory - Invent and plan spells, recipes, and rituals of any sort. You still need somebody with the applicable magical skill, be it yourself or a friend, to perform the planned magic.
Bio Magic - Harness and even modify living bodies!
Ego Magic - Harness, modify, and even control minds!
Omega Magic - Harness, modify, and even animate corpses and disembodied souls!

Mundane Skills:
Negotiator
Persuader
Pacifier
Judge of Intent
Clothesmaking Gastronomy

Alternatively, if we can just roll the first four into "Diplomacy" then probably something like Diplomacy/Research/Grappling/Stealth/Clothesmaking.

Journeymen Selection:
Nurgel Swiftmushrooms, Dreadweaver: This very talented drow ritualist recently defected from the Deep Forces. His trustworthiness is still up in the air, and even if he isn't some sort of double agent, his presence will not be well received by local imperial citizens.
Jorgen Pails, Pelvis of Truth: As half incubus born to a human mother, Jorgen is a natural Egomancer. Locals, however, are unlikely to trust a mind controler, particularly one of demonic descent.
Archer Wargeater, Erector of Walls: An Orcish Practitioner of Tectonic Magic who was banished from his tribe for cowardice. He has a bad habit of freaking out when confronted with combat or any sort of other dangerous situation.


This would make us unparalleled at messing with living and unliving subjects, while giving us a ritualist, wingman mind warper, and somebody to handle stone for those rare instances when we're not just living in a giant mushroom or something. Actually now that I think about it why would we ever not be living in a giant mushroom? Maybe we should swap out the orc...

But we can't swap out the orc because this leaves our (suspiciously all-male) harem band of apprentices at a drow, half-incubus, and orc, which when led by a charismatic drider is all kinds of mostly unjustified (unless we want it to be justified) Hell No. The whole game could involve us running around assuring everyone that we're really very friendly, while everyone we haven't personally talked to grumbles about how they guess you need evil to defend against evil and/or how are they gonna know the difference if anything gets through.
I agree with this except the clothemaking.
Logged
Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #12 on: November 12, 2014, 12:49:08 am »

I'm going to say all the social skills 'cept judge of intent will boil down to diplomacy.

Unless you repost, I'm going to say that everybody in IO's quote pyramid voted for IO's alternative suggestion:

Quote
Diplomacy/Research/Grappling/Stealth/Clothesmaking(or Gastronomy in Micelus's case)
Logged

3man75

  • Bay Watcher
  • I will fire this rocket
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #13 on: November 12, 2014, 02:10:31 am »

Reserved
« Last Edit: November 12, 2014, 11:49:54 am by 3man75 »
Logged

Harbingerjm

  • Bay Watcher
  • [ENTROPY INTENSIFIES]
    • View Profile
Re: (TSG) Reclaim a Wizard's Tower!
« Reply #14 on: November 12, 2014, 04:49:05 am »

Spoiler (click to show/hide)


Did somebody say LIVING IN MUSHROOMS? I THINK THEY DID!
Logged
15:35   HugoLuman reads Harb his secret spaghetti recipe
Pages: [1] 2 3 ... 13