Legacy Of The Wizard

Turn 3: You're 16.
[X] Flee the country.
You take your nobility with you, your little noblemen are highly loyal, but your family isn't exactly that powerful to begin with. You have many different options, but your ship wrecks one day on a succulent island of fertility, much game, and an abandoned town which still has a few structures standing. You scry to determine if the owners of this village will ever return, and you hear the gods themselves whisper to you. "Take it." Whatever could this mean?

You learn how to develop your lesser magics to have more strength, but you are unable to hone your best powers much. Except for animating the dead, ironically, which you have perfected. Ever since you fled the country, you feel that the gods have blessed you richly. Things seem to be going your way. Meanwhile your past lover is casting herself at your feet to be cured of her curse.

[X] Settle the island with your family and noblemen? (A more stable beginning)
[X] Settle the island with your family and noblemen? (Cure Isabela, a more stable beginning)
[X] Settle the island with your family and noblemen, immediately try to establish a more specialized settlement (Cure Isabela, a less stable beginning, more risks, more rewards and/or penalties) _____ Write in. (You want an agricultural paradise, you also have a large amount of iron, copper, tin, gold and silver on the island, although you have no clue where the gold and silver are, you have powerful herbs on the island, and a lot of magical energy there, possibly a good place to start an education establishment.)
[X] Settle the island as the previous four options, but focus your attention on your magical studies with your tutor, who came with you as a loyal friend.
[X] Write in
 
[X] Settle the island with your family and noblemen, immediately try to establish a more specialized settlement
--[X] Mage village
 
[X] Settle the island with your family and noblemen, immediately try to establish a more specialized settlement
--[X] Mage village
 
[X] Settle the island with your family and noblemen, immediately try to establish a more specialized settlement (Don't Cure Isabela, a less stable beginning, more risks, more rewards and/or penalties)
- [X] Herbicultural Village where you support yourself from alchemy from local regents
 
[X] Settle the island with your family and noblemen, immediately try to establish a more specialized settlement (Don't Cure Isabela, a less stable beginning, more risks, more rewards and/or penalties)
- [X] Herbicultural Village where you support yourself from alchemy from local regents
 
[X] Settle the island with your family and noblemen, immediately try to establish a more specialized settlement
--[X] Mage village
 
-WIP-
Your master discovers that nearly everyone in the village has a lot of magical potential. You in particular become the magocratic leader, with Parda Baldwin, your mentor becoming the reigning leader in reality. You notice that you are beginning to become dark and vicious in your inner mind. you don't know where your change of personality is coming from.
As far as the island it'self, you discover that taking the risk to become a village of magic users has payed of well. You had a few desertions, however, but on the whole, most people opted to stay on the island. People are skilled, potions are being brewed as resources to trade.
[X] Settle the island with your family and noblemen, immediately try to establish a more specialized settlement
--[X] Mage village

[X]
Ignore your change of personality. [BAD]
[X]
Beseech the gods for guidance.
[X] Search for guidance from your Mentor.
 
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[X]Beseech The Gods for Guidance

"You are not God. You are not Mortal. You are neither eternal nor impermanent. You are, and you are not."

You ask the gods for wisdom and guidance. You have attracted the attention of demons. The gods are telling you that your soul is becoming something more than Human. You get no answers beyond vague metaphors. You are not mortal, or immortal, nor are you demi god or god. It seems as if all the answers you get are at worst enigmatic riddles and as mentioned before, vague metaphors and allegory.

You learn that you can't leave the island or you will become possessed. You can retain your real personality however, through mild sessions of meditation.

Last Important Decision This Generation:

1) Follow the Demons
2) Follow the Gods
3) Seek your own Path
 
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