Mage for Hire

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We're in this for money and glory. But mostly the money
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Arrival
Location
Europe
It began with an explosion of sound. The entire city of Zatos jumped up from their beds as a screech of grinding metal washed over the night. Vagabonds peered from around corners, citizens leaned out from the windows of their homes, guards left their posts and every stray cat ran off into the countryside. All of them looked at the moon which seemed to have been squeezed out into a bright H by some invisible force. Then the strange lensing effect vanished, followed by an explosion of light. Only as people were finishing rubbing spots from their eyes, the actual explosion came. There was no sound, and even more strangely, no wind. It was as if the horizon fell, night's sky pushing down trees and flattening the southern fields.

The moon shone ever so brightly over the crater that used to be the top of nearby mage tower. Several figures hovered nearby, wondering how the hell one managed to create a crater twenty stories in the air, but a crater it was. Light that fell against the edges of the crater flowed downwards towards the center, same happened to spells, and as far as they could tell, thoughts. When they reached the center, they went to… somewhere. Perhaps went somewhere. One figure shrugged, and another threw up their hands. As far as any of their spells and devices could tell, the crater was not there. Down on the ground, there was an entire crowd of mages, watching silently. One of them coughed. Another took the opportunity to speak into the broken silence.

"You know, that bit there looks like psionics."



The next day, a squad of city guards was sent to investigate and found the tower in a riot. Papers were flying from windows and shouts could be heard in every corridor. A significant portion of what was said seemed incomprehensible, but the hardened guard captain managed to get the gist of it. Someone had done something they should not. Afterward, near everyone showed far more knowledge on the subject than they should have, prompting a wave of accusations, investigations, but as of yet, not violence. The captain then caught a passing mage and shook him until he coughed up that whatever happened was unlikely to be dangerous, at least in the near future. Captain ignored further ramblings about 'insufficient oversight and trust' and sent one of his soldiers back to the city to deliver the calming news. Everyone else remained, in case that the mage did not actually know what he was talking about.

By the second day, the argument had escalated alongside general irritation and exhaustion from sleeplessness. While novices had gone back to their dormitories or set up tents outside with the captain, the senior mages were serious academics and finding out that archmage had broken near every law on studying forbidden magic took precedence to rest. One of the senior mages was explaining to anyone who would listen that demons did not cause minds to decay by their sheer presence, and thus were an acceptable study subject. Another was healing consequences of an explosive argument over destruction magic using what seemed eerily similar to blood magic. Some soldiers tried to calm the mages, but had to stop after a mage was joined by five copies of herself, each in an ever more advanced state of scorchedness, before all six of her ganged up on a fire mage.

By the third day, most were too tired or injured to continue the argument. A mostly untouched force mage claimed the title of archmage, and declared all magic legal until someone showed some reasons to ban it again. Except for chronomancy, which was still banned, because you did not just ignore advice from the future.




Since ancient times, there were two sets of laws on Azimus, the laws of the Nations for the people, and the laws of the Towers for the mages. Noragil the Wise, the king of legend made a deal with Polush the Radiant, Grand Magus of the age, and the twin laws were joined, bringing about an age of prosperity and peace. Neither peace nor prosperity lasted long after the death of Noragil, but the agreement remained. Since those times, Mages were free to apply their laws on their kin, as long as they made sure the laws of the land applied to their colleagues as well.

History turned to legend turned to myth as time passed, people built and warred, mages learned and forgot, but inexorably the civilization grew and expanded. Primeval gateway was discovered and a city was built around it to greet and fleece the travelers from other worlds. Alliances were drawn, treaties were written, and the humble city grew to the Gate City of Zatos, joined by a mage Tower that decided to call this place home.

A couple of months ago Archmage of the Marble Tower failed some new experiment. His failure was best and most immediately known by all who were unfortunate enough to be within ten miles of the tower, and that included Zatos. Nobody died from magic directly, although there were several victims of the ensuing panic. For you, the impact to the city is far less important than the impact to the laws of magic after a new Archmage was chosen. Archibald Hlein, after the preliminary investigation in the failed experiment revealed nearly all types of forbidden magic, decided that it was the lack of second opinions caused by secrecy that was at fault here, and lifted all bans on types of magic. Necromancy, Demonology, Divination, Lifeshaping, Mind magic, all were legal until someone gave Archibald a reason to change this. For quite a few people, this was a chance at life that wasn't a coin toss between constant hiding or building a cult.

You were those people, and you are now standing in front of the main gates of Azimus. Who are you?

[ ] Necromancer Eric Loksad

Eric managed to survive the exceptionally poor reputation of necromancers mostly by looking as unstereotypical as he could manage. His red hair was brushed into flame-like spikes, his clothing was a mix of white and fashionable green, and his complexion was of someone who spent his evenings in pubs rather than crypts. That last one was easier to manage than he was entirely comfortable with.
Deal with the dead, in all meanings of the words. Make contracts with spirits, reanimate corpses, forge deathly and deadly weapons and armor. Trade in bodies, exorcise ghosts, cast and cure curses. Participate in necropolism, build a temple, construct vampires. Act as a sketchy backup surgeon.


[ ] Lifeshaper Riley Wizz

Riley has only recently arrived to this plane, hailing from the Nevenal Guildhold, better known locally as Wastes of Eternal Torment, or Demonic Wastes. Despite the colorful naming, it is actually quite a nice place, no, really, and the reason why the locals were so… varied of form was a long tradition of Lifeshaper practice. Riley is quite idealistic and excitable, their curiosity bringing them away from the Nevenal despite the repeated warnings about the "philistine lands". They had repealed the ban on Lifecraft, they couldn't be that bad.
Deal with the skin, the flesh, and the bone. Heal injuries, replace organs and limbs, build your own dog. Perform plastic changes and craft military abominations. Hunt for rare organs, reliable suppliers and honorable postmen. Act as an actually competent surgeon.


[ ] Demonologist Zahn

Zahn spent her life as an unremarkable street rat until one fateful day when she tried to steal from the wrong guy. Unlike how this story usually goes, she managed to get away, at first, until a creature forged from hands and sharp angles kidnapped her from a group of fellow urchins. For whatever reason, when she was brought to a furious demonologist, the creature requested that the man take her as an apprentice, and he obeyed. Now older and wiser, Zahn has come to the city after escaping her loathsome master, seeking wealth either by theft or occult.
Summon demons and devils, imps and demonic beasts. Trade souls, spread revolutionary ideas, open a diner. Lie, steal, write contracts, undertake tasks from demonic overlords. Aid your friends, sell your enemies, open a market of stories, favors, and demonic artefacts. Act as a sketchy guildmaster.
 
@DreamerGhost , would the Necromancer be able to focus on curses and spiritual abilities, and not necessarily undead creation/conversion?
Sure. Though that would limit you greatly, the majority of the spells that don't involve undead in any way, spirits included, would be either straight-up offensive, such as withering flesh, or conditional offensive, like contracts with punishment or wards. There are few rare kinds of healing that can be done, and also exorcisms. If you feel that communicating with spirits does not count as undead creation(You are technically pulling a spirit to material plane), that also can be done.
 
[X] Necromancer Eric Loksad

I've always been a fan of Necromancers that take great care to appear as anything but their true nature.
 
[X] Lifeshaper Riley Wizz

Because that flesh armor with tentacles won't form itself.
Neither will the bone macuahuitl:rofl:
 
[X] Lifeshaper Riley Wizz

This or the Necromancer is interesting, but I like the possibilities here more.
 
I would like to legitimise the magic we are using, having it become an accepted practice.

[X] Necromancer Eric Loksad
 
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[X] Demonologist Zahn

If we're in this for the money, contracts are the way to go.

[X] Necromancer Eric Loksad

Frankly, I'm surprised more Necromancers don't take part in the Dental Care industry. There's money to be made there and sounds more respectable than Tomb Robber.
 
If we're in this for the money, contracts are the way to go.
The Necromancer (IMO) is better for contracts. He can create conditional curses that activate upon breach of contract.
He can make money legally through selling items and services, just as the Lifeshaper is good at medicine and can make money that way.

The Demonologist will be getting wealth through "either by theft or occult ", so crime basically. While demonology is now legal (in magical law), that doesn't make theft legal in the laws of the land .
 
Frankly, I'm surprised more Necromancers don't take part in the Dental Care industry. There's money to be made there and sounds more respectable than Tomb Robber.
Necromancers do not make for great dentists. They can put your teeth back in, but the only way to make those teeth stick causes the flesh around them to rot, because it's technically making a flesh golem.

The Demonologist will be getting wealth through "either by theft or occult ", so crime basically. While demonology is now legal (in magical law), that doesn't make theft legal in the laws of the land .
Occult, in this case, means dealing in demonic items, which can be as legal as dealing with regular enchanted items. Also, the demons don't always do things that constitute breaking the law. Some might be entirely respectable.

That being said, Zahn is a street rat who considers theft to be fine and various gangs as prospective employers.
 
Necromancers do not make for great dentists. They can put your teeth back in, but the only way to make those teeth stick causes the flesh around them to rot, because it's technically making a flesh golem.
They should be able to use non-magical means to make those teeth stick, e.g. ancient Egyptians used gold wire. Bone-shaping to create a replacement tooth, and that the tooth is dead is a benefit (less likely to rot).

How well can death spells (/killing magic) be controlled? Is it possible to use necromantic magic in a small area? Can they be set to kill everything not-human, or set to only kill humans?

If magic can be used to kill bacteria and not humans, then that would be great for surgery.
Sterile surgical equipment is incredibly valuable, a cursed Deathly Blade of Harmless to Humans would be something every non-magical surgeon would want. At least it would after people realise that wounds don't go septic when they are used, they don't even have to be aware of the existence of bacteria.
 
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They should be able to use non-magical means to make those teeth stick, e.g. ancient Egyptians used gold wire. Bone-shaping to create a replacement tooth, and that the tooth is dead is a benefit (less likely to rot).

How well can death spells (/killing magic) be controlled? Is it possible to use necromantic magic in a small area? Can they be set to kill everything not-human, or set to only kill humans?
That would all be more inside the domain of regular dentists and Lifeshapers.

You can use death magic in a small area, but to make it kill only certain things would be a domain of a master.
 
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