Naturegirl, NirurTorir and DustanHache are in. the rest will be added to waitlists if they so want.
Also hey makes the first game where Naturegirl arrives on time to get a spot ^^
Anyhow Final Vote is thus:
Tower of Mages and
Humble Beginnings
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The Disputed Kingdoms is a vast and disunited set of petty kingdoms, duchies and wannabe empires, forever squabbling for superiority against each other. Years of warfare against elven warhosts, inquisition mage progroms and desperate actions to stop the ever so often appearing dark lord has made wizards and mages exceedingly rare.
Organized schooling is unheard of and most mages rather keep their own secrets rather than share them, seeing the knowledge of magic ever more depleting and the number of its users with it, you three have decided to open your own mage towers in the hopes of training new mages and keeping the knowledge of your craft alive.Gearson Tower (Naturegirl1999)
Greta Gearson is a woman of simple practicality, all magic is useful and thus all of it should be taught. However, before she can even think about these things where did she build Gearson Tower?
1) Mount Olden, home to a Dwarf Hold and in the prosperous and relatively liberal Kingdom of Wenst.
2) The Great Forest of Wenst...again in Wenst.
3) The Farmlands surrounding the Capital of Wenst, Goldstett.
Setting this aside, the tower is using up much of her meagre funds and not that impressive to begin with, this makes getting excellent professors of your choice a difficult proposition to say the least. Without being able to be picky you have to choose a general field of study rather than hiring very specific specialists...at least for now.
1. Thaumaturgy
2. Elemental Magic
3. Nature Magic
4. Light Magic
5. Dark Magic (Forbidden in Wenst)
7. Obscure Fields
And then there is of course, your apprentices. With no insurance that the professor would want to teach them you can't really demand study fees...still you can sort your student applications through specific criteria to lower the amount of paperwork for you.
(you can choose multiple here)
1. Sort by Gender (specify which)
2. Minimum Intelligence (Dumb, Slow, Average, Smart, Brilliant)
3. Minimum Wealth (Ruined, Poor, Average, Well-Off, Wealthy)
4. Race (specify which you want to ban. Humans, Elves, Dwarves, Greenskins, Beastfolk, Miscellaneous)
The stricter your criteria the less applications you will recieve.
The Unnamed Tower ((Dustan Hache))
Despite his strange name, Zavas Elamo was never particularly good when it came to name things and so his tower stayed without one for now. Which was just as well as a Dark Tower should be hard to find. And without a Name that should be accomplished.
Unfortunately building a Dark Tower is difficult business and so Zavas choices were rather limited.
A) The Western swamps on the very borders of the Elvish Lands. expect regular attacks and raids.
B) The Farthermost North, away from everything and everyone situated amongst the Ruined Empire of Far Moss.
C) The Forests of Unst, Home to the Convent of Her Divine Retribution...a convent training inquisitorial battle nuns.
Now unlike others the community of Wizards and Mages working in the Dark Arts is relatively small, close-knit and everyone seems to know everyone else. That would be the case if you weren't that far removed from where you learned magic. For now you just have to put out your feelers in a rather general direction for some professors willing to teach and research at your tower:
A) Necromancy
B) Blood Magic
C) Nature Magic
D) Ancient Lore
Dark Towers have oftentimes a problem when it comes to applicants. One does not simply get an application to study necromancy...there are other ways to aquire students for the Dark Arts:
(you can choose several, the more options, the more paperwork and applicants for you)
A) Orphans (always ruined, otherwise random stats)
B) Criminals (allows you to restrict them to certain levels of wealth and intelligence, stricter criteria mean more dangerous criminals
C) Cultists (Sanity Optional, sometimes strange traits, intelligence never over average, wealth can be adjusted however)
D) Slaves (always ruined, freely choosable criteria, cost money to aquire)
E) Fugitives (freely choosable criteria at the cost of unwanted attention)
Academy of the Deeper Studies of Reality Inversal (Nirur Torir)
Thaddeus Thatcher has indeed a job easier than the other two mages when it comes to founding his tower, the Forces of Dark are rarely interested in the nitty gritty details of thaumaturgy, since its effective use for evil require too much research and education, in comparison to say necromancy, where already simple spells allow for more combat potential.
On the other hand, the Inquisition is more interested in hunting "real" mages, than what they presume are dusty reclusives in old forgotten places who rarely venture out.
1. Anywhere in the Kingdom of Wenst
2. Anywhere in the Kingdom of Unst
3. Anywhere in the Confederacy of Goma Hen, a collection of squabbling city states, where the law is decided by those with too much money on their hands.
Unfortunately, Thaumaturgy rarely produces anything of tangible use and so you are reliant on a patron.
1. The Holy Inquisition (You will be expected to send out your Thaumaturges to deal with the aftereffects of Magical Crises)
2. Some Shady Folks (You will be expected to produce...questionable things for them to sell and/or use)
3. A very, very rich patron who wants to remain anonymous (
)
Like Greta you have the pick of you applicants:
1. Sort by Gender (specify which)
2. Minimum Intelligence (Dumb, Slow, Average, Smart, Brilliant)
3. Minimum Wealth (Ruined, Poor, Average, Well-Off, Wealthy)
4. Race (specify which you want to ban. Humans, Elves, Dwarves, Greenskins, Beastfolk, Miscellaneous)
This will be part one of your Academy creation. in the Second Part we will go into your initial setup (aka rooms, anemities, staff, line of credit and special rules at your school, as well as any starting houses you wish to set up), you will also recieve your first batch of applicants and your sheets.