Turn 0.5: In which we see Ockell and meet the student bodyAs soon as the vote is finished, the lines of the map whirl and reform into a series of glowing white sigils. With a flash of light and a small "pop", a short-term transit spell activates, and the muddy track is deserted once more.
Our six sorcerors find themselves in a completely different location, the weather changing from a constant downpour to light drizzle. They stand in an large, empty expanse of dirt. Two sides of the space are lined with the backs of squat wood and stone buildings: houses, storerooms, businesses, dull things like that. The third side opens onto a cobble street, with similarly boring buildings across the other side. The fourth side slopes down a gentle bank into the wide river Gef, a few hundred metres before it meets the sea.
Twenty of the sturdy children of the West Isle are standing on the road, staring at you. An even mixture of boys and girls, you'd guess they're mostly about twelve years old. They look like a reasonably intelligent lot, if a bit nervous. The West Isles has been settled by all sorts of folk over the years, so there's a variety of hues and accents to be found all over the island. None of the vivid green or blue-skinned students you'd see back home though, so either they don't have those here, or these people are racists.
Behind the children stand a handful of men and women striving to look impressive, and behind them a crowd of all kinds of townsfolk. A rather portly older gentleman steps forward to greet you, clearly apprehensive, running a hand through his thinning hair. He introduces himself as the mayor, and starts to do the same for several of the town elders, before losing his nerve and cutting his speech short.
The Mayor of Ockell formally places the children in your care, before herding them towards you in two clumps of ten. They've already been put into two classes with ideal numbers for teaching, imaginatively named Class A and Class B. Apparently the administration has prepared for your arrival by sorting this out in advance. As if you'd wind up trying to kill one another over minor organisational mishaps or something. The very idea.
Magim takes in the change of scenery and introductions, before continuing to flick through the documents provided by the administration. After a few seconds, he comes to the "School Building" section. It's very short, so he reads it out loud:
"You're wizards. Work something out."It's time to get teaching. But at least one wizard should probably look into constructing a building of some sort, unless you want to sleep in a tavern and work in a puddle.
Teachers
All - Nothing to record yet. Each has a little gold of their own, the necessaries for praciticing their magical specialism to a reasonable degree, and draws a teacher's salary in monthly offworld gold payments.
Students
Class A - just arrived.
Class B - just arrived.
School building
There isn't one. Hint hint.
Please bold any actions. Turns will cover the events of a single month, so please post longer actions like "educate Class A in the fundamentals of pyromancy" or "supervise the construction of a new tower", rather than "go down to the docks and look around". We may break from this scheme if events require it. Please keep your bolded posts to
one per turn, editing your original action post if necessary.
You can perform
two actions per month, but only one of them can involve you yourself actually using magic, as wizardry is rather draining.
Also, feel free to add a bit of flavour about how you spend your free time in the evenings. Do you wander the nearby country, tell the students bedtime stories, or cut a dash in Ockell's bars and taverns? Talk about it, or don't. Don't post three actions though. You won't have time to get 'em all in.