Difference between revisions of "User:ChristTrekker"

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Little people (base MP 4) of a pastoral nature. Friendly with humans, with small villages in their lands. Some characteristics of dwarves and elves. Units have relatively good defense in all terrains (5% better than Thief across the board, excepting reef/shallow/swamp), with little movement penalty except water (the better of Dwarf Fighter and Elvish Archer, except reef/shallow/swamp). Primary disadvantage is low HP. Interestingly, they have one random bad trait (dim, fearful, foolish, slow, weak), but '''three''' random good traits (dextrous, healthy, intelligent, quick, resilient, strong, wise) which cannot be the opposite of the bad one.
 
Little people (base MP 4) of a pastoral nature. Friendly with humans, with small villages in their lands. Some characteristics of dwarves and elves. Units have relatively good defense in all terrains (5% better than Thief across the board, excepting reef/shallow/swamp), with little movement penalty except water (the better of Dwarf Fighter and Elvish Archer, except reef/shallow/swamp). Primary disadvantage is low HP. Interestingly, they have one random bad trait (dim, fearful, foolish, slow, weak), but '''three''' random good traits (dextrous, healthy, intelligent, quick, resilient, strong, wise) which cannot be the opposite of the bad one.
  
==specialties==  
+
==specials==  
 
===cutpurse===
 
===cutpurse===
 
Every successful attack transfers 1-4 gold from the attacked team, 1-8 if it's the killing blow. (The exact amount is determined by the opponent's defense. Easier to hit, and steal from, someone mired in a bog. If you kill someone with 70% defense, you gain 8×0.3=2 gold.) Not effective vs undead; they don't carry gold. Opposing team must have positive gold total for this to work. As with other special attacks, this should reduce the damage from what it would otherwise be.
 
Every successful attack transfers 1-4 gold from the attacked team, 1-8 if it's the killing blow. (The exact amount is determined by the opponent's defense. Easier to hit, and steal from, someone mired in a bog. If you kill someone with 70% defense, you gain 8×0.3=2 gold.) Not effective vs undead; they don't carry gold. Opposing team must have positive gold total for this to work. As with other special attacks, this should reduce the damage from what it would otherwise be.
  
 
===damage shield===
 
===damage shield===
Kind of like an inverse drain. Instead of you hitting others and getting half of that as health, when others hit you they take roughly half of the damage as well (damage type modifiers apply). Decreases the effectiveness of your attack though (just like attacks with other special effects, e.g. ''stun'', do). For example, a unit with a 6×4 quarterstaff attack could do a spinning maneuver 5×3 with damage shield.
+
Kind of like an inverse drain. Instead of you hitting others and getting half of that as health, when others hit you they take roughly half of the damage as well (damage type modifiers apply). Decreases the effectiveness of your attack though (just like attacks with other special effects, e.g. ''stun'', do). For example, a unit with a 6×4 quarterstaff attack could do a spinning maneuver 5×3 with damage shield. The damage shield need not be the same type as the weapon used (e.g. spear that wreaths you in flame). The self-damage should be based on the unmodified damage dealt out. A troll hitting me doesn't get a break because ''I'' happen to be resistant to impact; he's going to take (half of) the full force back in his face, modified by his resistance to the returning damage type.
  
 
===enthrall===
 
===enthrall===
An enthralled unit switches allegiance to the side of the attacker until ''cure''d (e.g. by white mage or resting in a village—and yes, this negates healing that turn) or he snaps out of it (10% chance per level every turn). He fights at half damage (as if ''slow''ed) while enthralled though still has full movement. Loyal units are immune. Enthralling attacks likely do only 1×1 damage, or they'd be counterproductive!
+
An enthralled unit switches allegiance to the side of the attacker until ''cure''d (e.g. by white mage or resting in a village—and yes, this negates healing that turn) or he snaps out of it (10% chance per level every turn). He fights at half damage (as if ''slow''ed) while enthralled though still has full movement. Loyal units are immune, as are units under the influence of ''leadership'' or ''inspired'' at that time. Enthralling attacks likely do only 1×1 damage, or they'd be counterproductive!
  
 +
==traits==
 +
===clumsy===
 +
Ranged damage at a -1. (Opposite of ''dextrous''.)
  
==traits==
 
 
===fearful===
 
===fearful===
 
Fearful units do not get ToD bonuses typical to their type. (Opposite of ''fearless''.)
 
Fearful units do not get ToD bonuses typical to their type. (Opposite of ''fearless''.)
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===wise===
 
===wise===
 
Increases defense by 10% on all terrains, to a max of 80%.
 
Increases defense by 10% on all terrains, to a max of 80%.
 
  
 
==units==
 
==units==
 
Some of these are inspired by, or very similar to, unit types from other scenarios. I'll need to review them, and maybe just use those as-is.
 
Some of these are inspired by, or very similar to, unit types from other scenarios. I'll need to review them, and maybe just use those as-is.
 +
 +
===abjurer===
 +
Alternate level 3 option for red mage. Based on arch mage, but attacks like silver mage. Additional melee option, 5x2 staff, with fire ''damage shield''. (Need to check that defensive attacks handle this correctly.) Cold/fire resistance 60%, arcane resistance 30%. Adjacent allied units gain +10% cold/fire resistance, to a max of 60%.
  
 
===bard===
 
===bard===
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Level 3 dwarvish time master gains ''leadership''. 15x3 impact melee, add 9x1 bladed range (hatchet). 70 HP.
 
Level 3 dwarvish time master gains ''leadership''. 15x3 impact melee, add 9x1 bladed range (hatchet). 70 HP.
 +
 +
===evangelist===
 +
Alternate level 3 option for white mages. Same as mage of light, but no illumination ability. Instead, is mounted (with appropriate changes to attack resistances) with 8 MP, and ''charge'' on the 13x2 melee attack.
 +
 +
===exorcist===
 +
Alternate level 3 option for white mages. Based on mage of light, but no illumination ability. Is 70% resistant to arcane, and 10% resistant to fire and cold. Melee weapon is 7x2 staff. Second melee weapon is a 12x1 arcane dagger, ''marksman''. Adjacent allied units gain +10% arcane resistance, to a max of 70%.
  
 
===falconer===
 
===falconer===

Latest revision as of 23:05, 3 March 2023

This page holds my ideas and random thoughts.

abilities

advise

Adjacent allies get 5% increase, per difference in level, to defense on all terrains, to a max of 75%.

discourage

Adjacent foes treated as fearful.

disease

The afflicted unit suffers the effects of two of weak/clumsy/slow, and all healing is halved, until cured. Somewhat like a combination of slow and poison but not as bad as either. Undead are immune.

encourage

Adjacent allies treated as fearless.

inspire

Related to leadership, gives bonus to damage of adjacent allied units. It gives +5% per level bonus to same-level units, increasing/decreasing 5% per level difference between this unit and the allies. So by level 3, you can inspire level 5 allies by 5%, and level 1 allies by 25%. Thus, not as good as true leadership for lower level allies, but has the perk of affecting same and higher level allies.

intimidate

Anti-leadership, it makes adjacent foes do 25% less damage for every level they are lower than this unit.

pickpocket

A hidden unit can steal 9-16 (8 + 1-8) gold from opponents when they discover him. Same calculations and limitations as cutpurse special, but is not an attack.

quicken

Allied units that begin the turn in an adjacent hex have +1 MP for that turn. (Not the inverse of slow; that would be too powerful.)

items

I like to think up buffs that are limited in "realistic" ways. They are less unbalancing then, and require careful strategy by the player to use them effectively.

Hiking Boots

A lesser enchantment than a +1 MP "Boots of Fleetness", this item reduces terrain costs of 3 and greater by 1, for any non-mounted unit.

Horseshoes of Galloping

For horses and horse-based human units, reduces terrain costs of 3 and greater by 1, and allows movement over mountains for a cost of 4 at 20% defense. Elvish ponies are different and not affected.

Necrotic Helmet

The wearer gains immunity to poison, 75% DR to cold, and 50% DR to pierce/blade. Upon taking the item, the unit is said to smell like decay. However, natural healing (e.g. healthy units, resting, village) is halved. Healing from other units or special items is unaffected. Undead units are not affected in any way.

Shoes of Shrouding

Any unit with a land-based hiding ability (e.g. ambush, concealment, nightstalk but not submerge) get that benefit all the time. Those without it gain concealment.


races

hoflit

Little people (base MP 4) of a pastoral nature. Friendly with humans, with small villages in their lands. Some characteristics of dwarves and elves. Units have relatively good defense in all terrains (5% better than Thief across the board, excepting reef/shallow/swamp), with little movement penalty except water (the better of Dwarf Fighter and Elvish Archer, except reef/shallow/swamp). Primary disadvantage is low HP. Interestingly, they have one random bad trait (dim, fearful, foolish, slow, weak), but three random good traits (dextrous, healthy, intelligent, quick, resilient, strong, wise) which cannot be the opposite of the bad one.

specials

cutpurse

Every successful attack transfers 1-4 gold from the attacked team, 1-8 if it's the killing blow. (The exact amount is determined by the opponent's defense. Easier to hit, and steal from, someone mired in a bog. If you kill someone with 70% defense, you gain 8×0.3=2 gold.) Not effective vs undead; they don't carry gold. Opposing team must have positive gold total for this to work. As with other special attacks, this should reduce the damage from what it would otherwise be.

damage shield

Kind of like an inverse drain. Instead of you hitting others and getting half of that as health, when others hit you they take roughly half of the damage as well (damage type modifiers apply). Decreases the effectiveness of your attack though (just like attacks with other special effects, e.g. stun, do). For example, a unit with a 6×4 quarterstaff attack could do a spinning maneuver 5×3 with damage shield. The damage shield need not be the same type as the weapon used (e.g. spear that wreaths you in flame). The self-damage should be based on the unmodified damage dealt out. A troll hitting me doesn't get a break because I happen to be resistant to impact; he's going to take (half of) the full force back in his face, modified by his resistance to the returning damage type.

enthrall

An enthralled unit switches allegiance to the side of the attacker until cured (e.g. by white mage or resting in a village—and yes, this negates healing that turn) or he snaps out of it (10% chance per level every turn). He fights at half damage (as if slowed) while enthralled though still has full movement. Loyal units are immune, as are units under the influence of leadership or inspired at that time. Enthralling attacks likely do only 1×1 damage, or they'd be counterproductive!

traits

clumsy

Ranged damage at a -1. (Opposite of dextrous.)

fearful

Fearful units do not get ToD bonuses typical to their type. (Opposite of fearless.)

foolish

Decreases defense by 10% on all terrains, to a min of 10%.

wise

Increases defense by 10% on all terrains, to a max of 80%.

units

Some of these are inspired by, or very similar to, unit types from other scenarios. I'll need to review them, and maybe just use those as-is.

abjurer

Alternate level 3 option for red mage. Based on arch mage, but attacks like silver mage. Additional melee option, 5x2 staff, with fire damage shield. (Need to check that defensive attacks handle this correctly.) Cold/fire resistance 60%, arcane resistance 30%. Adjacent allied units gain +10% cold/fire resistance, to a max of 60%.

bard

Neutral (mostly) humans who combine aspects of wizards and warriors, with special aura abilities. Usually with 3+ attack options, which albeit weak sometimes have specials. These combine to make them unique to play. Their strengths are not their own raw power, but versatility and how they affect others. (WIP; these need to be balanced between themselves and vs other units.)

Level 0 yarn spinner. Slash melee, ranged piercing.

Level 1 bard. Move, defense, resistance like rogue mage. Inspire, which is kept through all advancements unless otherwise noted. 4×3 melee blade (short sword), 5×3 ranged fire (flash powder), 6×2 magic cold ranged. Has four advancement choices!

Level 2 cantor. The most magic-oriented variant. Based on white mage (same move and defense, and half the arcane resistance), but better fighter (10% resist blade/impact/pierce). Lawful. Heals+4 and encourage. 7×2 melee impact, 10×2 ranged magic arcane, 6×4 ranged magic fire. Level 3 Hymnist gets cure. 8×3 melee impact, 10×3 ranged magic arcane, 6×5 ranged magic fire.

Level 2 prestidigitator. The 'default' progression from bard. 7×3 bladed melee, 6×3 ranged fire (stun), 11×2 ranged magic cold. Level 3 goes to 10x3 melee, 8×3 magic ranged fire (stun), 9x3 magic ranged cold.

Level 2 blade. The master of armed showmanship, has very versatile attack options, though like all bards none is truly powerful. Based on fencer, but no skirmish, only -10% blade/pierce/impact resist, 6 MP, 50 HP. Also no inspire, since performance is non-oral, but intimidate instead. Slashing and piercing melee 3x6 marksman (saber), ranged piercing 4×4 (knives), 6×2 magical cold ranged. Has a damage shield 5x2 bladed parry. (Yes, that's a total of 5 attack options.) At level 3, 7 MP, 65 HP, sword attacks go to 4×6 marksman, knife 4×5 marksman, magic 9×2, parry goes to 5×3. Sixth "hamstring" attack option, 5x2 melee blade (slows).

Level 2 skald. Closest to warrior, with machismo and charisma in melee, but no magic and limited ranged attacks. Based on spearman/infantry. 51 HP. 9×3 melee pierce (spear, first strike), 14×2 melee impact (flail, first strike), 9×1 ranged pierce (dirk). Can advise allies. Level 3 can encourage them also. 11×3 melee pierce (spear, first strike), 14×2 melee impact (flail, first strike, marksman), 17×1 ranged pierce (hand crossbow). 66 HP.

dwarvish runesmith

Level 0 is a scribal apprentice. Does 7-2 impact melee.

Level 1 is a scribe. Learning the basics, but runes are not yet able to invoke magical effects. Does 10x2 impact melee (nonmagical).

dwarvish timekeeper

Lightly armored (blade/impact/pierce resistances 10% lower) dwarf fighter functions something like a bard, in a dwarvish way. 5 MP. 34 HP. Keeps the beat, quicken allies. 7x3 impact melee (mallets).

Level 2 dwarvish time warrior increases to 11x3 impact melee. 51 HP.

Level 3 dwarvish time master gains leadership. 15x3 impact melee, add 9x1 bladed range (hatchet). 70 HP.

evangelist

Alternate level 3 option for white mages. Same as mage of light, but no illumination ability. Instead, is mounted (with appropriate changes to attack resistances) with 8 MP, and charge on the 13x2 melee attack.

exorcist

Alternate level 3 option for white mages. Based on mage of light, but no illumination ability. Is 70% resistant to arcane, and 10% resistant to fire and cold. Melee weapon is 7x2 staff. Second melee weapon is a 12x1 arcane dagger, marksman. Adjacent allied units gain +10% arcane resistance, to a max of 70%.

falconer

Human. Loyalist or knalgan, has a neutral level 0 (yeoman falconer). Typical (16?) HP, 6x2 pierce melee (dagger), 5 MP.

Bonus at all levels is that he can see an area as if he had hawk-fast movement (2 MP greater than his, except caves or indoors) because the falcon scouts for him.

Both stay neutral at level 1. Typical (30?) HP, 6x1 ranged dagger, add 5x4 blade melee (sword) for loyalist or 7x3 impact melee (mace) for knalgan.

Level 2 (knight falconer for lawful loyalist, falcon master for neutral knalgan) has 40-45 HP, 7x2 ranged slash (falcon). Loyalist goes to 7x4 sword, knalgan gets 9x3 mace.

Level 3 (baron falconer, falcon lord) is mounted (move 7) has 50-55 HP. 9x2 ranged slash. Loyalist goes to 10x4 sword and gains 7x3 mace, knalgan 13x3 mace and gains 5x4 sword.

Special at level 3 is that adjacent enemies are distracted (think of different term because this one is already used) by the hawk, always losing initiative, against all their opponents.

Alternate level 3 for knalgans is gryphon lord. Like a human gryphon master, 60 HP, 18x2 blade melee (marksman), add ranged attack (10x2 sling). No sight range improvement. No distraction ability.

Maybe elven falconer as alternate advancement for ranger, instead of avenger. They train their birds to attack as well as distract, though the ranged attack is only 6x4 blade. The sight range improvement applies.

herbalist

Human. Loyalist or knalgan. Faster (6) that most healing units with low terrain penalty. Ranged (blowgun, 6-1) and melee (staff, 3-2) attacks are relatively weak, HP similar to shaman/mage, heal +2, ambush (forests, marshes, grasslands—used to sneaking onto private property to hunt for ingredients). Level 2 goes to move 7, better HP, +3 heal, staff 4-2, blowgun 8-1, gains dagger melee attack (5-2, poison), healthy (normally a dwarf-only trait). Level 3 gains skirmish, better HP, +4 heal, cure, 5-2 staff, blowgun 9-1 poison, 5-3 dagger. Overall weak in combat (though poison is useful it's not fast), but a quick way to get some healing around the field and useful for scouting. Probably cheaper to produce than shamans.

hoflit youth

Level 0, HP 14, concealment. 4×1 melee, 5×2 ranged impact (sling). Advances to fighter or thief.

hoflit fighter

Level 1, 27 HP, skirmish. 5×4 melee piece (short sword), 6×3 ranged impact (sling). Level 2 ambush.

hoflit thief

Level 1, 21 HP, ambush, pickpocket. 4×2 melee pierce (dagger), 5×4 ranged impact (sling). Level 2, 35 HP, skirmish and cutpurse attack.

mage initiate/dark initiate

A level 0 start for mage and dark adept tracks. Maybe already exist. Mage initiates designated "white initiate" or "red initiate" for plot reasons, though both advance to same level 1 "basic training" level before diverging again. I have seen level 1 white mages somewhere, that only had Heals+4.

will o' wisp

A level 0 loyal unit (i.e. familiar) for white mages. Move 8, no terrain penalties except deep water, 1x1(‼) melee/range attacks, very low HP, good defenses and resistance to most things, heal +4. Level 1 gains skirmish (so it can't be trapped and killed so easily). Level 2 gains move 9, and illuminate.

little sizzler

A level 0 loyal unit (i.e. familiar) for red mages. 4-2 melee fire, 6-2 ranged fire. Advances to level 1 fire guardian.

unicorns

Similar to others.

Resistance -20% pierce, 10% impact, 20% cold.

Level 0 unicorn foal. MP 6, 10x1 melee pierce charge (horn), 6x2 melee impact (hooves). 10% arcane resistant.

Level 1 unicorn. MP 7, 15x1 melee pierce charge, 7x2 melee impact. Heal+4. 30% arcane resistant.

Level 2 silver unicorn. MP 8, 20x1 charge, 9x2 melee impact, 5x3 ranged magic arcane. Heal+8. 50% arcane resistant.

Level 3 great unicorn. MP 8, 25x1 melee pierce charge, 10x2 melee impact, 10x3 ranged arcane magical. Heal+8, cures, illuminates, teleport (between temples). 70% arcane resistant.

vampire

Alternate advancement from Dark Sorceror. More a mystic-oriented path, vampires have appealed to the dark gods for this transformation rather than relying on their own magicks. Incredibly strong and charming, they are potent in combat and can even sway the allegiance of victims.

Level 3 vampire. MP 5. Low move cost due to flight (1 in most terrain, 2 in forest or water). Nightstalk. Resist blade/impact 0%, pierce 20%, cold 50%, fire -30%, arcane -20%. 23x1 melee pierce drain (bite), 3x1 melee pierce enthrall (bite), 9x3 melee impact marksman (fists), 14x2 ranged cold magical (chill wave).

campaigns

Battle for Magic (working title)

Basic plot device has been used before: magic-users of different stripes must put aside differences to overcome opposing force that wants to eradicate all magic.

Sub-plot involves friendship between cousins, children of minor nobility in a small district, one whose family fell into hardship and became the black sheep.

Challenge: creating a mage-centric campaign that works.

"Rampaging monsters" will be a frequently-encountered theme, as well as "reach an objective in time to stop natural disaster". Leadership of the group rotates between them, depending on the scenario. Though mage-centric, very few traditional mages can be recruited, as they are all busy trying to save the world elsewhere—those available will be rogue mages (unit from Liberty/FoaP). Most recruitable units will be human.

characters

  • Jaxon (lawful male white initiate, the "good son") (use recolored, modified follower sprite from FoaP)
  • Dayle (neutral female red initiate, red-headed and hot-tempered but good-hearted) (use recolored child sorceress sprite from FoaP)
  • Tiburth (chaotic male dark initiate, split loyalty between his family and his order)

story/levels

Jaxon, Dayle, and Tiburth are cousins of minor noble houses, second children all, and thus relieved of most responsibilities of being heir. The three practically grew up together, and sometimes felt closer to each other than they did to their own brothers and sisters. The families of Jaxon and Dayle had means to send them to the magical academy of Anduin. Tiburth's family lands had felt the brunt of an orcish incursion in the previous generation, and several years of bad crops left most very poor. Tiburth's father was well-meaning but unskilled with finances, and left the family not much better off than his subjects. Jaxon and Dayle promise to write their cousin about their studies to the extent they could, and Tiburth promised to keep them apprised of what their elder siblings were doing at home.

Unknown to Jaxon and Dayle, Tiburth seeks out training in the magical arts from less reputable sources out of desperation to help his family and homeland. While Jaxon and Dayle are still but initiates, learning the very basics of spellcraft, they are privy to information about a threat to the very fabric of magic in the world. The alterations to their script that come with writing magic, and nuances in wording and tone, were noticed in their letters home by Tiburth, who was learning the same things from his own teachers. When it became clear that the great mages of Anduin had no solution, and having heard rumors about the necromancers having similar struggles, Tiburth shared what he knew with his teachers...

1 Anduin

One evening in the academy, Luxorin (mage of light) and Heath (arch mage) are discussing the upheavals in the magical tapestry of the world. Anduin has had to deploy most of the senior mages in the world to stave off severe fluctuations of the ether and just hold things together. If magic should erupt uncontrolled, it could devastate the physical plane as well. Their attendants are Jaxon and Dayle. Suddenly a dark portal appears, and two shock troopers, four shadows, and a necromancer (Qaylöd) appear. Luxorin and Heath are surprised and start to react in defense, but Qaylöd announces he is just there to talk, and that since night is falling and experienced staff at the academy is diminished enough to make a direct portal like this possible, it would be best to listen. Luxorin and Heath acquiesce, and Qaylöd summarizes that the dark mages are seeing the same things the white and red orders are. With magic unsettled, they are at risk of become subjects of the dead if a rift should occur, rather than their masters. Since they don't want that, they seek an alliance to try to find the source of the problem, and resolve it. Luxorin and Heath ask how Qaylöd knew the white and red orders faced this problem, and she gestures to her attendant who had almost escaped notice so far: Tiburth. He reveals his secret training to his astonished cousins, and how he deduced certain things from the letters of Jaxon and Dayle.

No senior mages can be spared by either group, but Jaxon, Dayle, and Tiburth, as aides to the highest-ranking mages available, are assigned to seek out a solution, as their common history and kinship is seen as a benefit. Each is given an item to help them (to be determined). It is hoped that the ancient dragon Ghidsaurs (from FoaP) will have helpful info. The three set off by ship to the mainland.

They get there and find tentacles from the deep attacking the port (must defeat them, no recruiting but some help from sailors and town citizens). This is seen as further evidence of magical turmoil, as those monsters would not normally venture into shallow water and attack a major settlement. If one of our three adventurers kills the final monster, one woodsman becomes loyal (later advancing to bowman).

? some level

Orcs fighting saurians, and our adventurers are caught in the crossfire (survive). A few turns in, the witch doctor (a unit from FoaP) and oracle notice the odd party and halt the battle. They, too, have noticed the magical fluctuations, and when they realize our group is trying to find a solution, they allow them to pass.

? another level

On the way (to somewhere) they encounter a herd of unicorns (unit from FoaP) trying to defend against mudcrawlers commanded by a nightcrawler (level 2 chaotic variant) (defeat him). Since they have only pierce attacks they are not very successful until the adventurers show up. Jaxon volunteers to stay behind to try to stop the mudcrawlers from respawning again. The thankful herd sends a unicorn foal (loyal) with Dayle and Tiburth. (After the next scenario, Jaxon rejoins them, and more unicorn foals can be recruited, which gives greater access to healing.)

? meeting Ghidsaurs

Not sure what the challenge is, yet.

Upon meeting Ghidsaurs, they learn that the three of them do not possess the full spectrum of abilities needed to stop the threat. But Ghidsaurs cannot aid more than this, because the magical fluctuations have weakened him almost to death. He shares a bit of knowledge that enables them to summon loyal familiars (will o' wisp, little sizzler, and vampire bat). The appropriate type can hereafter be recruited by the scenario leader, but there's only one loyal one.

After some pondering what that ancient dragon meant (he has to fly away to a crystal chamber while he still has the strength, and they cannot ask him) since they have all three orders (colors) of magic assembled already, an passing comment about "no such thing as blue or green wizards" leads someone to think "what would blue or green magick look like if it did exist though". Maybe he referred to non-human magics. (Silly, arrogant humans!) Mermen, elves, and dwarves also wield potent magic, and are surely affected by this as well. All must be united.

? some level

Our adventurers, led by Tiburth, must actually aid some undead against villagers. These dead aren't being controlled by anyone and don't want to rise; they want to return to peaceful rest. (Defend lead zombie until he reaches his destination.) The magical fluctuations have awoken them unnecessarily, and the villagers are pre-emptively attacking out of fear. Here we learn that, though most dark mages crave power, Tiburth sees his embrace of this path as the only way to regain some measure of standing for his family. Thus his treatment of the dead is not solely to control them, but to be their caretaker, and to maintain proper relations between this world and the afterlife. (He may be chaotic, but he's not evil, as his cousins may have wrongly assumed.)

? three separate scenarios

We meet (and advance) a mermaid initiate (which I redefine as a level 0 name to correspond to others) advancing to ????, an elvish shaman initiate (Leaf, advancing to shaman), and a dwarvish scribal apprentice (advancing to dwarvish scribe). These are in similar situations as our adventurers, sent out to find the source of the problem, and have a small group (4-6 level 1) sent with them that we can recall later. We can't recruit more of those types though.

I like the idea of alternately having a wose (Anoak, with a magician level 3 alternative to ancient wose) instead of an elf. Maybe there could be an option in the story to decide which will go, which will stay and defend the forest.

? final

The six adventurers must assemble properly around an artifact (positive [Jaxon] across from negative [Tiburth], water [mermaid] across from earth [dwarf], wood [Leaf/Anoak] across from fire [Dayle]). They must all be level 3 or better by this time, or it won't work.

This page was last edited on 3 March 2023, at 23:05.