The Rise of the Tower The Tower was forged from magic and mettle, raised high into the heavens by the Wizard’s will. They have chosen the center of their power well, for the leylines and streams of magic along the coast converge here, enriching the island with life and power. With the Tower, and the Focusing Crystal at its crown, that magic has a new master.
Tall and slender it rises, visible from anywhere on the island. Flocks of colorful birds wind and wend their way through the air, but avoiding the invisible wards that lie just above its surface. Formed from a king’s ransom in White Gold, it shines even in the night, lit from the magic it channels through its body. The wizards labored mightily on its protection, and only the most fearsome assault could mar its walls.
The halls inside are wide and spacious, room for lectures and audiences. It has a garden stocked with rare plants from across the continent. The rooms lie rather empty for the moment, waiting to be filled. The treasury, deep in the heart of the tower, is bare. The Armory, where deadly crafts of war can be stored safely, lies also barren.
Near the top of the Tower, however, lies the Council Chambers. A semicircle of chairs, thrones, and containers for the various occupants, surround a dias, where petitioners may address the Council. The center of the chambers also conveniently makes for an excellent ritual site, with controls for the crystal nearby. The council room acts as the command center for directing magics and rituals through the Tower.
The Lost Island has a new master now, and like a spider at the center of a web of magic lies the Tower. May the Council wield this power well, for if directed poorly could wreak devastation across the land. Large scale rituals are immensely more effective than they would be, as would any spells involving the tower. Magic involving water or the sea also receives a bonus to its power. Congratulations, for you have forged a Tower worthy of legend, and have gained the attention worthy of such.
Scattered across the island lie various small communities, mostly made of shipwreck survivors and the mad. Some take the opportunity of the wizards being present to finally make their way home in safety, while others who have made their lives here on this strange island embrace the protection offered by the wizards. They tell you of the Shadow Crocodiles, and the Dire Macaws that pluck the unwary into the sky. A few trips into the deep jungles return a few bound and angry specimens for collection into the tower.
The people of the island are as suspicious of a wizard as the next person, but the dangers of the island, and the willingness to adventure into the jungles has earned the trust of the villages of the island.
A lone wizard investigates the island to determine its resources. It is rich in building materials, and food and rare plants are plentiful. Not much in the way of metal ore appears to be available. However, strong rivers of magic stream into the island, engording the island with extra natural resources and crystals. One could easily support a couple of permanent enchantments on the island, and be easily improved to support even more.
Gained!The Treasury!:Empty.
The Armory!: Empty.
Enchantment Slots: 0/2!The Ancient One: Deep in the jungle, the locals lead a few wizards to an overgrown temple. The markings have long since faded, and the traces of magic in the area, an old flavor, possess no strength despite the flow of magic into the island. Twisted and gnarled trees crawl and creep through the stone. The wizards advance into the structure to a barely warded stone door. With a word, the doors crumble to dust, and the wizards advance to find a shriveled, ancient blue skinned Mer. An old race, few communities of the Mer are left. This Mer looks at you through dry eyes, skin drawn tight against his bones. With a croak, the mer begins to speak. A spell of comprehension allows the wizards to understand his tale.
The Mer was a Priest King long ago, named Arlash. He had grown in power and pride, and so demanded that his god grant him eternal life. The god had agreed, and so Arlash gained immortality. But it did not restore his youth or vigor, and as years progressed he grew feebler and feebler. He tried killing himself, but even the most grievous wounds would heal, and fire would burn itself out in his flesh. His life continued to be scraped across more and more time, his life force gradually diminishing until he could do nothing but lay there. Those around him found themselves slightly drained, and so eventually they left him in this tomb, to wait for the end of the world.
The Priest King now begs for death and release. He promises a reward if you are able to finally end his long curse.
Client: Make a spell or ritual that can free the Priest King Arlash from his eternal life. Say hello to your first client, Arlash! You may ask several questions of him, or investigate using spells and such. There are multiple ways you could solve this, but generally you can’t straight up dispel a spell or curse you did not cast. You may propose one spell/solution per player, but you can vote your approval for as many proposals as you like. Generally clients will take the advice of the majority of wizards, but they may take multiple options or choose for themselves. Put your proposal title into the votebox, and indicate your vote behind it. (No real consequences for failing this one, this is more a test run to see how the proposal/voting system goes!)
Sorry for the delay, was very busy for the last few days! Let me know if you have any questions!