[X] The wizard's tower. Accessible by obscure trails or perhaps not at all without teleportation or flight, warded against intrusion and perhaps even teeming with magebred guardbeasts. Definitely packed to the brim with magic baubles and curios.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
[X] The island. A bit of a flight and a bit of a damp outing, but you can't go wrong with ancient ruins raised up from the depths of the sea just waiting to be plundered.
[X] Take Makram. He's annoying and smarmy and too powerful for his own good, but he's your djinn and you still have two more wishes dammit, that could come in handy.
[X] Söfnun. It was there when you last checked too so it's probably not just some seasonal trinket at the market, nor is it something you'll have to steal from Mother. Of course if it's in a merchant prince's vault, stealing may still be involved. You'll have to use a mortal guise too. This one may call for a little more finesse.
[X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
[x]The island
[X] Take Belial. You've got a wonkier grasp on what incubi are capable of, but a demon with that sort of brawn is hardly going to be helpless. Charm abilities, sleep-inducement, whatever regular infernal magic he's got, etc etc...
[X] The travelling treasure. You haven't been watching long enough to tell if it's actually following the road or randomly through the wilderness, but it doesn't much matter with this magic map and compass. Plenty of open space means you get to use your true form, too!
[X] Take Jun-ho. He's another dragon so you have a much better grasp on what he can do, and you've kind of got the measure of his priorities by now.