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Author Topic: A Council of Wizards  (Read 2982 times)

chubby2man

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Re: A Council of Wizards
« Reply #15 on: May 27, 2021, 08:34:50 am »

All are accepted and submissions will continue to be accepted! Not sure what it says about me that I was wondering if the dragon would work and breezed past the more . . . eldrich members of the council, but accepted regardless! So with a majority of votes for a more magical location, here are some more options to choose.

Council Locations pt 2

A.On the Lost Island:
Not far off of the Golden Coast lies the Lost Island. Tales are told of its wonders and beauty, the rare and majestic creatures lurking in its forest, and the ominous volcano looming over it all. It is a dangerous trip to make, for storms and beasts are attracted to the island, but the adventurers who return do so with rich holds.
   The island is rich in both natural and magical resources. The seas are full of dangers, but also opportunities, for the island is a natural focal point for magical energies across the coast. Rare reagents are abundant here. The Council would do well here, but some effort would probably have to be spent on ensuring a method of safer travel from the mainland.
   +Tropical Paradise! Basically swimming in magic!
   +Easiest to defend.
   -Will probably require additional work to improve access.

B. In the Ancient Wood:
   On the border of the Summer Kingdom and the Noldar Dominion lies the Ancient Wood. It is a dangerous place, for the shadows grow deep and twisted between the towering trees. Legends say a star fell to the earth here, and the first trees of the Ancient Wood grew from that star. In any case, the area practically buzzes with magic, and any alchemist would be delighted with what they could find with a quick jaunt through the woods. If they returned.
   +Best accessibility out of all the options
   +Tons of reagents and raw materials available.
   -Hardest to defend

C. Shores of Saintsfall Lake:
   High in the mountains of the land of Guarria, lies Saintsfall Lake. Saintsfall Lake is considered one of the holiest lakes by both the locals and the Seraph. In ages past, a hero renowned for his wisdom and valor fought and slayed a Seraph, but died of her wounds. Neither the slayer or the Seraph’s bodies were found, but the lake has remained everpure since. Too pure, for most. If an un-warded human male was to drink the water, he would be scalded to death as the “impurities” of his body and soul were purged.
   While not a great source of drinking water, it does act as a massive reserve and attractor of power. It is somewhat isolated, but not impossible to access. There are several villages and a small dwarf fortress nearby.
+A good mix of defensible and accessible.
+Probably not too difficult to use the lake’s power for your own ends.
-Will anger many, many people.

Quote from: Votebox
A. Lost Island:
B. Ancient Wood:
C. Saintsfall Lake:
D. Something else?

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Fluffe9911

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Re: A Council of Wizards
« Reply #16 on: May 27, 2021, 08:42:33 am »

Quote from: Votebox
A. Lost Island:
B. Ancient Wood: 1
C. Saintsfall Lake:
D. Something else?

Us all being very powerful and uh magical wizards can surely defend the location ourselves plus think of all the loot from people wandering in trying to murder and... maim and... burn... huh
(Plus for why not the island being so isolated sounds extremely boring and we miss out on all the !FUN! shenigans from being closeish to society)
« Last Edit: May 27, 2021, 01:00:28 pm by Fluffe9911 »
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crazyabe

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Re: A Council of Wizards
« Reply #17 on: May 27, 2021, 09:06:39 am »

Quote from: Votebox
A. Lost Island: .5
B. Ancient Wood: 1
C. Saintsfall Lake:
D. Something else? .5
Split vote, I'd rather be somewhere with a darker atmosphere- or possibly where the fabric of the world is weaker- but I'll vote for what we can get.
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Fluffe9911

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Re: A Council of Wizards
« Reply #18 on: May 27, 2021, 09:10:48 am »

Quote from: Votebox
A. Lost Island: .5
B. Ancient Wood: 1
C. Saintsfall Lake:
D. Something else? .5
Split vote, I'd rather be somewhere with a darker atmosphere- or possibly where the fabric of the world is weaker- but I'll vote for what we can get.
Did you just time travel? Nevermind just noticed the point ignore me
« Last Edit: May 27, 2021, 09:18:24 am by Fluffe9911 »
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Roboson

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Re: A Council of Wizards
« Reply #19 on: May 27, 2021, 09:20:18 am »

Name: Sir Wisenwald

Appearance: Sir Wissac Wisenwald is a lanky wizard roughly appearing to be roughly his sixties or so. He is human of birth, though according to his forefathers, his ancestry includes a good bit of elven blood. Though this seems to have done little for the wizards appearance, lacking both the natural beauty of the fair elves, and having not even the faintest whisper of points about the ears. Still, it seems it's influence has allowed him a youthful vigor even as his face wrinkled and his whiskers widened. He has a short beard for a wizard, a dense well groomed white beard hangs only four or five inches off his face where it comes to a point at the base of his collar bone. He also forgoes the standard robes in exchange for a wide and elegant black shirt which swirls about him as he moves. This is paired by an equally airy set of pants which tend to billow in the wind as the wizard whizzes about. 

Specialization/Interest: Wisenwald has a variety of very tasteful and archaic interests, often being interested in obscure or lost magics, rather than a specific type of magic. Magics which seem unusual, have unorthodox methods, or are otherwise obscure are the fascination of this wise wizard.

Background: Sir Wisenwald carries himself as a wise wizard, getting on in the years and approaching retirement. Much like his father, and his father before him. He comes from a line of incredibly wise wizards and has a reputation as such. However, Wisenwald is distinctly unwise and prone to giving well intentioned advice, which is not as useful or as topical as he may believe. Wisenwald is entirely unaware of this blatant fact, thinking himself quite clever regardless of any evidence to the contrary. Still, he manages to bumble along and things mostly work out alright in the end. At least for him.
 
MP(MagicPoints):5 Determines how magically powerful you personally are. Soft Cap of 10 before you must make a Master Spell to ascend higher.

Items: A long wand of black dense grain wood. It is exceptionally light, floating gently to the ground if dropped much like a feather. It has a tendency to change length of it's own accord. Wisenwald often uses it as a quill, though the mechanics of how this works as such are oft unexplained and best not thought about.

Test: Wisenwalds' Wisdom: An unusual spell from an unusual wizard, Wisenwald's Wisdom is an enchantment placed upon an earring, which is then forcibly used to pierce the ear before being capped on the other side. This locks the earring into place, and it cannot be removed safely without the assistance of a dexterous mage who can break the enchantment and cut the earing lengthwise through the pierced hole simultaneously. The earring then allows the wearer to tap into the vast wealth of knowledge within Wisenwald's chaotic unconscious. This often manifests as a lecture or hint, often of dubious accuracy, whispered into the ear of the wearer in Wisenwald's voice. This can be activated on command of the bearer of the enchantment, though it often gives unrequested soliloquies on mildly interesting topics of it's own accord. Wisenwald wears a greater version of this enchantment, which connects his to all those he has granted this gift. Wisenwald also gains all the insights gained by those with his trademark enchantment, which is one of the main ways he has collected his vast internal library of dubious information.





Quote from: Votebox
A. Lost Island: 1.5
B. Ancient Wood: 1
C. Saintsfall Lake:
D. Something else? .5
« Last Edit: May 27, 2021, 09:23:55 am by Roboson »
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Demonic Spoon

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Re: A Council of Wizards
« Reply #20 on: May 27, 2021, 09:34:32 am »

Quote from: Votebox
A. Lost Island: 2.5
B. Ancient Wood: 1
C. Saintsfall Lake:
D. Something else? .5

Tropical paradises often have a lot of... rot. *several worms seem to drool somehow*

It also helps to raise the bar of those seeking requests from us from "random wandering peasants with a chicken" to "people willing and capable to travel by ship" which ensures any future requests are more likely to be worth our time.
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TricMagic

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Re: A Council of Wizards
« Reply #21 on: May 27, 2021, 10:00:39 am »

Quote from: Votebox
A. Lost Island: 3.5
B. Ancient Wood: 1
C. Saintsfall Lake:
D. Something else? .5
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ConscriptFive

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Re: A Council of Wizards
« Reply #22 on: May 27, 2021, 12:32:18 pm »

Quote from: Votebox
A. Lost Island: 3.5
B. Ancient Wood: 2
C. Saintsfall Lake:
D. Something else? .5
[/quote]

Solitude is stagnation.

Puppyguard

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Re: A Council of Wizards
« Reply #23 on: May 27, 2021, 01:20:10 pm »

Quote from: Votebox
A. Lost Island: 4.5
B. Ancient Wood: 2
C. Saintsfall Lake:
D. Something else? .5
As good as the ancient wood is for materials, I do not like the idea of having to fend off every unseen horror within them. The lost island is a bit inaccessible, but a few animated boats could alleviate that easily.
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VoidSlayer

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Re: A Council of Wizards
« Reply #24 on: May 27, 2021, 01:41:40 pm »


Quote from: Votebox
A. Lost Island: 4.5
B. Ancient Wood: 3
C. Saintsfall Lake:
D. Something else? .5

Ancient woods sounds like it will have easy access to fo-er-laborers from the neighboring villages.  The island sounds like it might have some nice caves though for um exploring?  Either one seems good to me.

Tricking adventurers into drinking that water though.. would be a very bad thing!

Going for the woods.

TricMagic

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Re: A Council of Wizards
« Reply #25 on: May 27, 2021, 02:01:39 pm »

Honestly I just want to sleep and Dream. Can't do that if people are bothering you to save them from bandits every single turn or two.
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Knightwing64

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Re: A Council of Wizards
« Reply #26 on: May 27, 2021, 07:05:41 pm »

Quote from: Votebox
A. Lost Island: 5.5
B. Ancient Wood: 3
C. Saintsfall Lake:
D. Something else? .5
« Last Edit: May 27, 2021, 07:08:13 pm by Knightwing64 »
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chubby2man

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Re: A Council of Wizards
« Reply #27 on: May 29, 2021, 04:17:02 pm »

Roboson is, of course, accepted to the Council.


Starting Options for the Lost Island:

Word has spread over the formation of the new council. Gossip creeps through noble courts, taverns are awash with speculation and hearsay. The Sorcerers of Q'sal in the North watch your progress with malicious interest. Friends and those hoping to gain advantage begin to offer gifts and promises. And so, by pooling together your various resources, knowledge, and favors, the Council departs for the Lost Island with:

A. The Morning’s Glory: Sleek and swift, the vessel would have no difficulties taking passengers and goods back and forth from the mainland to the Council. If need be, it could make the trip twice in a day. Kings and lords would be honored to ride in its cabins. Doesn’t currently possess armaments, but it is agile enough to escape most dangers.

B. The Wizard’s Guard: Armed with the fine steel arms and armor, this force of veteran warriors, knights and mercenaries pledge to be the sword and shield of the council. This elite group has joined together for many reason, from the promise of good pay to a debt owed to a Wizard’s.  While starting relatively small, if nurtured it could be the start of a fearsome fighting force.

C. The Giant Floating Crystal: Formerly adorning the courtyard of a rich Gilded Prince, this crystal has the ability to enhance and focus rituals to an immense degree. It could form the cornerstone of an island defence network, or the basis of a ritual to dispel a hurricane.

D. The Mysterious Portal. Also adorning a courtyard of a (very) rich Gilded Prince, this is a 2 meter wide purple circle, framed and supported by a twisted metal that is seemingly indestructible. No one has any real idea where it goes to, and none have returned.

E. A Massive Amount of White Gold. Known as the noblest of building materials, White Gold can easily be enchanted during construction, and then sealed once construction is complete. Nothing else would really suffice for the construction of the Council Tower. Would give an immense boost in prestige and fame. Wizards may have their towers, but only The Tower would suffice for the Council.

You may take an additional option if you accept the offer of Patronage from the Doge of Avarnius, the closest city on the Gilded Coast. They will expect a favor in the future, but you get an additional benefit now. If this option is taken, the two highest voted options will be taken. You may vote for as many options as you approve of.


Actions:
Put your name by the action you wish your wizard to perform. These actions will help impact how well the Council’s start on the Island goes based on how many Wizards assist on each action. Bonuses may be added for write-ups on what your wizard does to assist. Let me know if you have any questions. If you have an idea for a different, independent action I probably won't allow it, but you may get lucky.

Build the Tower: Of course an important action. This will involve directing workers and assisting via magical means the building of the Tower and the surrounding buildings.The more wizards assisting with this the grander the tower, and more comprehensive infrastructure.

Integrate with the locals/Clear Monsters. There are a few villages on the island, made up of shipwreck survivors and those brave enough to survive the wilds. They could be a great help on the island if brefrended. There are also great beasts who could threaten an unprepared wizard and guests, and these should be managed and hunted. The villages would help find the more dangerous ones, and will be appreciative of the assistance.

Investigate the Island. There are a lot of mysteries to explore on the island, and many opportunities. Take this chance to wander the island and answer questions you may have. (When choosing this, you may pose a question about the island, and you discover more information related to it.)

Quote from: Votebox
Starting Options-
A. Fast Ship:
B. Wizard's Guard:
C. GFC:
D. Mystery Portal:
E. White Gold Tower:

Additional option in exchange for future favor?
Yes:
No:

Actions (Put your name or character's name behind which action they will perform)-

Build the Tower:

Integrate with the locals/Clear Monsters:

Investigate the Island:


You may describe what your wizard does in detail, fi you so desire. While it may not provide mechanical benefits, I will try to take details from your actions and have it represented in outcomes and the world. (For example interacting with the locals may turn out differently if you magically take over their minds and have them serve you.) But there is no need to do so if you don't feel inspired to!
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crazyabe

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Re: A Council of Wizards
« Reply #28 on: May 29, 2021, 04:26:42 pm »

Quote from: Vote Box
Starting Options-
A. Fast Ship: 1
B. Wizard's Guard:
C. GFC:
D. Mystery Portal:
E. White Gold Tower: 1

Additional option in exchange for future favor?
Yes: 1
No:

Actions (Put your name or character's name behind which action they will perform)-

Build the Tower: Mazalmof the Malidictious (crazyabe)

Integrate with the locals/Clear Monsters:

Investigate the Island:
Mazalmof the Malidictious Summons and directs Infernal laborers to work upon the Tower.
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ConscriptFive

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Re: A Council of Wizards
« Reply #29 on: May 29, 2021, 06:05:37 pm »

Quote from: Vote Box
Starting Options-
A. Fast Ship: 2
B. Wizard's Guard:
C. GFC: 1
D. Mystery Portal:
E. White Gold Tower: 1

Additional option in exchange for future favor?
Yes: 2
No:

Actions (Put your name or character's name behind which action they will perform)-

Build the Tower: Mazalmof the Malidictious (crazyabe), Vern (ConscriptFive)

Integrate with the locals/Clear Monsters:

Investigate the Island:

Although Vern had wished to stay closer to his estates, the Council has elected otherwise.  He must leave his business ventures and the ancestral manor, the House of the Seven Ethereal Leaves, in the hands of the family Steward.  Praying that hydrophobia applies to the vampires of Clan Methunes, he plans his retreat to the Lost Island.

If we wishes to save his estate through legitimate business, reliably commerce is a necessity.  Vern makes it known to the Council he would prefer the Morning's Glory to maintain relations with the mainland.

As much as Vern is wary of debts now, at least it's 'distributed risk' this time.  "The Council should get the Doge's patronage for this expedition."

Vern further petitions the Council, "The potential for the Giant Floating Crystal is endless.  We know not what calamities we may face, and it would be prudent to bring such a power foci with us."  Of course, Vern has one particular calamity in mind, a vampire assassin...  Though of course he wouldn't reveal that... yet.

Vern further speaks to the Council, "The Tower would be impressive, but who will see it out on the Lost Island?  Monkeys?  The Portal could prove a double-edged sword and I'd rather not be surprised by something dark arriving on our end.  A Guard of loyal men-at-arms would be useful, but surely able men could be easily hired later?"

Loading the ship for the expedition, Vern brings a large variety of botanical samples to plant the gardens at their new tower.  Many are seemingly decorative shrubberies, such as hawthorn, buckthorn, holly, and rose.  Others seem more culinary, with mustard flowers, sloe seedlings, and garlic bulbs featuring prominently.  If anything, the Council are due some flavorful meals and excellent landscaping at their new tower.  He briefs his fellow travelers, "As I'm sure you are well aware, it wasn't called the House of the Seven Ethereal Leaves for nothing.  While I cannot guarantee that level of amenity at our new home, I can bring the gardens at our new tower up to scratch."

OOC:  Note for GM.  So I might be overstepping my bounds assuming the tower starts with a garden.  Worst case scenario, say none of the plants survived the journey and Vern throws his efforts into something more appropriately basic at the tower.
« Last Edit: May 29, 2021, 06:18:26 pm by ConscriptFive »
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