The Lighthouses and the Pit (Fantasy Mage Quest)

[X] Rosolin, City of Ten Thousand Bows
I like the sound of long shots though I'd be fine with alchemists to.
 
This is to pare down the choices a little before you pick a first school of magic, rather than simply presenting eighteen overly complex choices.
Any chance we could get information on what the other lighthouses offer, if we'd know? Matters somewhat for proximity if we wanted to pick Everett, for being near to the blue lighthouse.
 
[X] Madalgia, City of the Three Trade Walls

If we want to become a mage that enters more than one lighthouse, it would seem to be the first step would be the ability to travel around. So because of that Shaderunner would be good.

Though Spellthief interests me the most of the stated magics. Do they have spells of their own or just take others effects? How many can they store at once? And it says they often travel with Shaderunners so we might get the ability to travel with a buddy and do cool magic at once.
 
Pending a response on what the other lighthouses do:
[x] Rosolin, City of Ten Thousand Bows
I know little of the Mindscours, and know only two things. Firstly, that their magics do not work on the Darklings. Other human beings are vulnerable to them, but they cannot read the memories or dominate the minds of humanity's true foe. Secondly, that they learn with preternatural skill, able to steal the mundane skills of others as a thief might steal a purse.
Mundane skills are important too, so depending on how this works mind magic seems like something that'd be good to have.
 
The Other Lighthouses
Any chance we could get information on what the other lighthouses offer, if we'd know? Matters somewhat for proximity if we wanted to pick Everett, for being near to the blue lighthouse.

You can, but you can still travel to those lighthouses from other cities, it's just tougher and will change the prologue in some ways, but you still have complete access to them. If it helps, though, here it is.

The Violet Lighthouse is near Lost Orothia, and is closest to Rosolin. The Violet Lighthouse offers three powers. Firstly, the power of fire, and those who wield it are called the Fireeyes, named so due to the reflections of the flames in their eyes. Secondly, the Thunderfists. They do not wield the power of thunder, but rather the power to change their own bodies, making their fists as hard as steel, or their legs as quick as a horse's. They often fight unarmed, and are fearsome in individual battle. Thirdly, the Cancellers. Unique, the Cancellers can weaken and remove the magics of others. Strong Cancellers can even weaken Darklings, though they still have to face the beasts with mundane weapons.

The Orange Lighthouse is often used by Madalgia, trading Shaderunners taking orphans and the like to the Lighthouse. It offers the power of swordsmanship, and those who gain it are called the Bladebound. Wielding their blades with supernatural speed and imbuing them with supernatural effects, the Bladebound are among the most fearsome individual mages. The power of healing, wielded by the Fleshcrafters. Those who heal and strengthen human flesh. Rarely do they adventure, as they lack the sheer power of the Thunderfists, and are rare treasures for any city. Lastly, the power of earth, wielded by the Tremorfeet. Earth is difficult to wield in battle directly, but great walls can be raised, and great moats hollowed out. The massive walls of Madalgia were built by Tremorfeet.

The Blue Lighthouse is closest to Everett, and some are taken to it to gain its powers. The power of enchantment gives rise to the Runesmiths, who can forge magical items. However, a Runesmith-forged item can only be used by that mage, and no other. The power of lightning is wielded by the Stormchasers, who call down lightning upon their foes. Some of the most powerful mages in a fight, and some of the most easily exhausted. Lastly are the Watersingers, who manipulate water. It is difficult to use as a weapon, but a talented Watersinger can move along the rivers at ten times the speed of any boat, and without Watersingers, the great plants of Everett would slowly die of thirst.

Note - the current vote does not impact your ability to enter any of these Lighthouses.
 
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Oh so when you enter a lighthouse you get 1 of 3 magic schools? Are you forever locked out of the other 2?

Fireeyes is notable because of how little is said about it. Don't really have an idea of what they are about like the others.

Do Thunderfist do permanent changes to their body, or short term boosts? Or both depending on what spells they learn? Either way they seem pretty cool.
 
[X] Madalgia, City of the Three Trade Walls
Lots of information fluttering in and about this trade metropolis, but still a pretty militarised city because damn Darklings can't leave it alone, I like it. In terms of lighthouses I've a pretty distinct preference for Violet because Cancelling seems pretty unique and interesting. (And it's the best colour, I will fight anyone over this)
If not, Blue with its Runecrafting versatility is a close second for me.

Going for a non-city lighthouse generally seems more useful, as there'll be way fewer mages who'll have the same magic domain as we do.
Adhoc vote count started by Siual on Aug 27, 2017 at 8:36 AM, finished with 15 posts and 11 votes.
 
Oh so when you enter a lighthouse you get 1 of 3 magic schools? Are you forever locked out of the other 2?

The magic you gain from a Lighthouse is dependent on who you are when you enter, and there's no record of someone ever successfully entering the same Lighthouse twice. Of course, records don't go back all that far.

Fireeyes is notable because of how little is said about it. Don't really have an idea of what they are about like the others.

Raw command of fire, essentially. Generating, controlling, etc. Maximum offensive power, mild defensive use, zero mobility. Fire is broadly useful against the Darklings (or at least the Flame Walls built around the Pit imply it has some use)

Do Thunderfist do permanent changes to their body, or short term boosts? Or both depending on what spells they learn? Either way they seem pretty cool.

A low-level Thunderfist might change one thing temporarily - maybe pumping up strength and speed to win a fight and feeling exhausted afterwards. A high-level Thunderfist can really start sculpting their body for maximum power all the time. A low-level Thunderfist could also work on minor permanent improvements, but most of them go for temporary high-octane power initially.
 
@occipitallobe is mind magic from the violet lighthouse or from the Red lighthouse?
are Icehands from the blue lighthouse?
are Glimpses from the Orange lighthouse?

[X] Everett, City of Eternal Green
Alchemy/Plant magic ftw.
 
[X] Rosolin, City of Ten Thousand Bows

I really like the idea of an Archer-Mage.
 
Inserted tally
Adhoc vote count started by occipitallobe on Aug 28, 2017 at 8:16 AM, finished with 22 posts and 17 votes.
 
Madalgia - The Walls and your History
Father Matthias clapped his hand on your back.

"Now, I know you like reading, and I approve, but there's a reason we spend time together. For it is in fellowship..."

His voice trails off expectantly, and you speak sullenly.

"For is in in fellowship we find salvation."

He smiles at you, hands the size of your head sprouting from arms like tree trunks. After a moment, the smile dims.

"You know, I never get a chance to speak with most of you one on one. Not for long - the city wants you educated, but there's only so much learning to go around. Can you tell me why? List the Three Rings, and why you're unfortunate enough to be in the third."

Father Matthias never stopped trying to make everything a lesson. You would've rolled your eyes, but he was looking right at you. Even when asking painful questions he always seemed so earnest. You speak.

"The inner ring is the High Ring, where the mages, governors, and full citizens of the city live. They live there as they are too important to risk against the Darklings in all but the worst need. The middle ring is the Trade Ring, where goods are bought and sold, and traders come from the other cities and the villages around. Those who produce valuable goods, like blacksmiths, live there. The outer ring is the Dead Ring-"

"The Shield Ring."

Father Matthias's voice cuts you off, calm and pleasant. You know better, though. They call it the Dead Ring, because the people who live there are either dead, or not that far from dying. You've seen Darklings before, huge leathery bat-things clambering over the walls in the night. Never close enough to die, but Volstead Street was burned down two years ago to root out some Darklings that had gotten into the Ring, and it still hadn't been rebuilt.

"The Shield Ring. The orphans, the beggars, the soldiery who need to be called to arms. Anyone who can't get into a better Ring."

His voice is still kind, but the next words are merciless.

"And why are you here?"

"My parents... my parents-"



[ ] Were Killed by Darklings A Few Years Ago

Madalgia maintains a large militia, but they are not well-armed. The population grows ceaselessly, and ways and means must be found to cull it. One of the simplest (beyond exiling those who are too many to a Lighthouse), is ensuring anyone without a trade serves as a militiaman, and given the number of them, they are not well-armed. Lives are cheap, and good equipment is not. Your parents were members of the militia, fighting against monsters with ten times their strength and speed with simple spears and shields. Eventually it overcame them. You hate the city for what it did to them, and your anger at the situation burns in you every day. If you go to a Lighthouse, it will be on your terms, somewhere the city doesn't control.

Become more Angry. Will not go to the Yellow Lighthouse, reducing the list of available Lighthouses to Orange, Blue, and Purple.

[ ] Tossed Me Out At Birth

Families grow large, in expectation of deaths. Some families are lucky though, if it can be called that. The seventh child of two blacksmiths, they could not even feed six. You were sent to the orphanage as a baby. You could not be fed by your family, and that was the end of the matter. You learned their names a few years back, but your attempts to enter the Trade Ring were met with beatings by the guards. You grew up scrawny but clever, scavenging for food and things to trade, trying to fend off the death you could always see coming. Fear defines your life, and you know the fear churning your stomach as not only a foe, but a valued protector, saving you from beatings and Darklings alike.

Become more Fearful. You will be weaker and scrawnier, but will gain better Survival Skills. Will not travel to the Purple Lighthouse (due to the danger), reducing the list of available Lighthouses to Yellow, Orange and Blue.

[ ] Sold me to a Trader

Slavery isn't legal as such, as human flesh isn't worth all that much, but your parents were villagers who had too many children. A passing trader had lost his only son, and took you in to raise you as his own for a pair of fine iron pots. Five years ago, Spinewolves attacked your cart, killing your adoptive father. In the light of the orange Lighthouse, they tore him apart as you watched, saved by a pair of passing Shaderunners escorting orphans to the Lighthouse to attempt Ascension. You'll always remember the orange light shining down on his lifeless body. You can't ever go back there. No, not ever. Still, when you think about what he taught you, he taught you to trade well, talk with all and sundry, and always, always find the best bargain. Every copper was counted, every item stored away, and your father was never against pilfering a thing or two if he didn't think he'd be coming back to that village in a hurry.

Become more Greedy. Will not travel to the Orange Lighthouse, reducing the list of available Lighthouses to Yellow, Blue, and Purple.

[ ] Attempted Ascension

They were only children, really. Ascension is usually attempted at sixteen, as that age seems to bring the most successes. Your mother was fourteen and your father fifteen, two orphans who fell in love. A year later, your father attempted to Ascend at the Blue Lighthouse, and never returned. Your mother attempted the year after, and returned maimed, missing her left arm. She was permitted to stay, having made her attempt, but the old wound was often infected, and she died a year ago. She sang to you, and loved you, and told you the stories of the old Age of Light, when there was peace and plenty, weaving words of happiness and hope throughout your childhood. She also asked you never to enter the Blue Lighthouse. She knew it would have to be one, but she could not bear sending her only child to the doom that took her arm and husband.

Become more Hopeful. Will not travel to the Blue Lighthouse, reducing the list of available Lighthouses to Yellow, Orange and Purple.
 
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