The Lighthouses and the Pit (Fantasy Mage Quest)

I'm just kind of entertained that the color/emotion setup presently locks the avaricious character out of Orange and the hopeful one out of Blue.

This is some kind of reverse Green Lantern Emotional Spectrum stuff here.

Sort of. There's actually a very simple gameplay reason here, as outlined in this post:

The Red Lighthouse is the Lighthouse of Rosolin, and most mages in Rosolin gain powers from that Lighthouse. It offers three schools of magic, and tends to find itself mediated by anger. Those who are angry by nature gain the powers of Air, and become Breathtakers. Those who are calm gain the powers of the mind, and become Mindscours. Those who sit in-between are given the powers of the Longshot, the supernatural archery that defends the walls of Rosolin.

Each Lighthouse is mediated to some degree by its primary emotion, which determines which power you get from the lighthouse in question.

As we go through the character's history, you'll acquire emotional traits, but only related to the Lighthouses you choose not to go to each time. That way when we narrow it down to a single Lighthouse, you'll be able to pick an emotional trait (and thus a power) from that Lighthouse.

The only real alternatives are the acquisition of Fearful (which has special reasons for working slightly differently), and Anger (already locked out of Red).
 
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I am also rather keen on that route. It specifically mentions fleshcrafters are highly valued, so logically that would give us leverage for a chance to learn another magic. Plus Orange sword magic seems pretty badass and we have the body to use it.

Orange is the defensive Lighthouse for Madalgia. Madalgia's prosperity comes primarily from the fact they're very far away from the Shadowlands, but they have no access to the offensive triad of ice/fire/lightning, and no amazing synergy like air/bows, or water/plants and water/ice. Glimpses let them put militia on the right walls at the right time, but Shaderunners are actually worth less than a well-trained warrior on the walls (don't want to hide from your allies), and Spellthieves tend to have a versatile repertoire, but not a lot of sustained offensive power.

For them, the Orange Lighthouse is crucial. Massive earthen walls to allow the militia a fighting chance, Fleshcrafters working with the Bladebound to allow the city to risk their only combat mages on the front lines. High-end Fleshcrafters will actually boost the most skilled and longest-surviving militia, as well as boosting the Bladebound to fight back any incursions that make it past the first Ring.

That all being said, the best 'go travel around magics' remaining are probably Bladebound and Shaderunners just in terms of raw survivability in the wild. Shaderunners can always run away, and Bladebound are the absolute best at dealing with unexpected surprises in combat terms. They're not as powerful, but their magic is mediated by physical exhaustion rather than magical exhaustion (a Stormchaser can push out enough lightning they collapse from exhaustion in the extreme case), and proximity doesn't weaken or disable them.
 
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Sort of. There's actually a very simple gameplay reason here, as outlined in this post:



Each Lighthouse is mediated to some degree by its primary emotion, which determines which power you get from the lighthouse in question.

As we go through the character's history, you'll acquire emotional traits, but only related to the Lighthouses you choose not to go to each time. That way when we narrow it down to a single Lighthouse, you'll be able to pick an emotional trait (and thus a power) from that Lighthouse.

The only real alternatives are the acquisition of Fearful (which has special reasons for working slightly differently), and Anger (already locked out of Red).

Huh. So we won't be able to enter any of the Lighthouses but the one we pick at the end? Or is this just determining our starting Lighthouse?
 
Huh. So we won't be able to enter any of the Lighthouses but the one we pick at the end? Or is this just determining our starting Lighthouse?

Starting Lighthouse. If you happen to try for a Second Ascension, you can go to any other Lighthouse to try (even other city Lighthouses - the cities don't like the orphans of other cities coming to them, a respected and powerful mage is an entirely different matter), though going to the same one you started at might be unwise.
 
Are there any cases of a mage returning back to their starting lighthouse? Ever?
 
Starting Lighthouse. If you happen to try for a Second Ascension, you can go to any other Lighthouse to try (even other city Lighthouses - the cities don't like the orphans of other cities coming to them, a respected and powerful mage is an entirely different matter), though going to the same one you started at might be unwise.
will we be able to go to the tower we're discarding now as our second choice or no?
 
will we be able to go to the tower we're discarding now as our second choice or no?

Yes. The only things you're discarding right now are your choices of first Lighthouse. For instance, the Ascension character might in time decide the Blue Lighthouse is necessary to their goals, but at sixteen they're not going to gainsay their mother's dying wishes to go to a different Lighthouse when there's a ~90% chance of death or maiming anyway.

Are there any cases of a mage returning back to their starting lighthouse? Ever?

Not within records that currently exist. Virtually nothing is known about Ascension in the Age of Light, and there are only mages of the Second Ascension in the Age of Shadow, all of whom went to two Lighthouses.

That is not to say that this is impossible, however. Artifacts are known to break and change the rules of magic in particular ways, and nobody ever seems to try to enter the same Lighthouse twice, though whether this is superstition or an accurate summation of the risks is difficult to say.
 
Inserted tally

It seems fairly clear that Attempted Ascension has won, and so decisively we can move forward.
Adhoc vote count started by occipitallobe on Aug 29, 2017 at 12:06 AM, finished with 34 posts and 13 votes.
 
Are there any cases of a mage returning back to their starting lighthouse? Ever?
The infomation on different magical schools in the Red tower being based on different ways of dealing with anger seems to suggest it'd be much harder than normal.

Like, you can deal with anger and fear very differently and consistently easily enoughi, but I can see it being hard to channel magic using anger in one way and then channel magic using anger in two different ways and not have problems.
 
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Are the survival odds for second Ascension different from the 1st - Specifically, more experienced mages survive?
 
Are the survival odds for second Ascension different from the 1st - Specifically, more experienced mages survive?

Considerably less mages survive their second Ascension than their first. One in a hundred mages who enter a second Lighthouse return unscathed (even if they were crippled or Corrupted prior to entry), one in ten return badly maimed but with their second Ascension, another one in ten go insane with their Second Ascension and wreak havoc across the countryside, and the remainder either die, or lose their powers entirely and go insane to boot.

In addition, these chances are not random, however, and can be changed immensely through both knowledge and Artifacts.

Magical power is also a major plus - mages who reach the heights of their power (which is rare, the average mage maxes out at around ~80-90 years of age) almost invariably succeed, though one of the main reasons a mage enters a second Lighthouse is because they're about to die (see: Corruption and horrible maiming), so that probably skews the chances somewhat.
 
Is immortality or otherwise extreme age something that is possible within known magic? Fleshcrafting, for instance, might that heal the ravages of time?
One in a hundred mages who enter a second Lighthouse return unscathed
Do I take this to mean that the process of ascension heals a person?
 
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The First Crisis
"Of course, of course.", he mutters.

He looks to say something more, but a voice rings out.

"Father Matthias! Where are you?"

He turns around, smiling.

"Come on. Come enjoy the food."

The two of you walk out, and you eat better than you have in weeks. You feel grateful to him, coming to find you even though you very well might die in a few years. You shake your head. No, others might die. You'll push through and survive, and you'll defend the city against the Darklings as well! When you scraped your knee or got hit by the butt of a spear by an angry guardsman as a child, you'd come to your mother crying. She'd hold you in her arms, and once you'd finished crying remind you that you were still alive, and that as long as you lived, you could always do better. Even when you were hungry, digging through garbage for scraps, she'd smile at you, telling you gaily not to give up as she passed you the only crust of bread she'd found for the day. The orphanage was only for orphans, after all, and for as long as she lived with her useless arm, the city would not feed her or her child.

Eventually, though, disease took her. Infections found her more easily since she entered the Lighthouse, and medicine - let alone a Fleshcrafter - was well beyond your capacity to pay. You remember when she died, her corpse thrown onto a burning pile of them, and afterwards - smouldering skeletons sold to the Fleshcrafters for the use of apprentices to practice. It was a horrible sight, but you didn't give up. You cried for days, but eventually you found your way to the orphanage. It wasn't inner strength, but the idea that things could be better. No matter how horrible things were, you somehow knew you could do better, even if only a little bit, day by day. Holding onto this centered you, allowed you to deal with the jabs from the other orphans, the hunger when you didn't make it downstairs fast enough. Even the others remarked on it, though often in a cruel way - you were a Hopeful child, untouched by the despair of those around you.

After Father Matthias left, you lived in relative peace, until the Siege. On your fourteenth birthday (you think, though your knowledge was hardly perfect), the Darklings came. At first, great crows of black with pulsing veins of red blood wrapped around the outside of their bodies, swooping at the militia on the walls. Behind them, thousands of Spinewolves, doglike things covered in spikes and hooks of hardened, blackened bone, eyes glittering from every direction on their misshaped bodies. They spat out poisoned spines from inside their mouths, and lastly stood the Greatspiders, spiders eight feet tall and twice as long, glimmering rainbow colours as they scuttled up the walls and butchered the defenders in their hundreds.

In this time of great danger, you...



[ ] Helped the Wounded

You saw men dying of poison, women with great chunks of flesh torn off them. Boiling rags gathered from the bodies of the slain, you wrapped those you could in makeshift bandages, and used fire where you could to burn the blackened flesh touched by the Spinewolves. The cries of the wounded echo with you still, and you cannot bring yourself to face the results of the Darklings again. Not easily, at least.Maybe in the future as a mage, but not immedaitely.

Become more Compassionate. Your fear of what you faced means you will not cross the Shadowlands to enter the Violet Lighthouse.



[ ] Armed Yourself and Fought

You knew the odds, but you didn't care. You'd fought against life, struggled this much so far, and you'd be damned if something like a horde of deadly beasts was going to stop you. You found a spear and shield on a corpse, and went to fight. To be honest, you accomplished very little. You jabbed at a Spinewolf, which tripped you and was about to kill you, if another militiaman hadn't charged it at the last second. You were on the wall for a day, before the Tremorfeet finished their trap, consuming two-thirds of the Darklings in the earth. You saw men die around you, and only at the end did the cowards appear - the Shaderunners and Spellthieves turned up to finish the fight, when so many had died to hold the wall for them. Despite their power of magery, you felt contempt growing for them. If you were to become a mage, you would not be one of those sorts, who left good men and women to die.

Become more Stubborn. Gain a bias against Shaderunners and Spellthieves - as such, you will not enter the Yellow Lighthouse.


[ ] Scavenged From the Fallen

Others fought, but you knew the truth. If you had money, if you had things, you might survive. Fighting would be foolish - getting enough to leave the city would be fine. You stole from the dead, skulking around and hiding as you could. You were caught, at the end by a Shaderunner, who drew his blade on you and threatened to kill you if he ever saw you again, forcing you to give up most of your ill-gotten gains. You managed to squirrel some away, though, hiding them in the rubble of abandoned buildings.

Become more Greedy. Gain a purse of 100 silvers and a shortbow. Due to the Shaderunners spending a great deal of time at the Orange Lighthouse, you will not risk death going there.
 
Is immortality or otherwise extreme age something that is possible within known magic? Fleshcrafting, for instance, might that heal the ravages of time?

Yes, but it's not Panacea-style healing that's unlimited. Fleshcrafters can only do so much, and the difficulty of reducing age tends to be balanced against healing important mages. It's possible, but very limited.

Do I take this to mean that the process of ascension heals a person?

The Second Ascension invariably heals the body, though it is not known if the Third Ascension does as well. The First Ascension allows a person to access magic, but does not heal, though mages report their first feeling as they walk out of the Lighthouse is one of refreshment and energy - the equivalent of a good night's sleep and a good meal.
 
[X] Helped the Wounded

The path of the healer.
Yes, but it's not Panacea-style healing that's unlimited. Fleshcrafters can only do so much, and the difficulty of reducing age tends to be balanced against healing important mages. It's possible, but very limited.
One imagines that important mages also have their age healed, of course.
 
[X] Helped the Wounded

Healer Route seems really unique.

Also healers never have to wait in line at LFG queues.
 
One imagines that important mages also have their age healed, of course.

Sort of. The economy isn't really a command one at all (the organizing principle is 'get good defenses, don't get too many people'), and mages (who come mostly from the expendable class of the poor and indigent) don't always get along with the governing class (there aren't enough mages to take care of governing, so this tends to be noblemen, powerful normal warriors, rich merchants, etc). Mages tend to trade services in kind, or for scrip from Madalgia (being the only functional economy in the known world), and whether or not they de-age depends on whether they trust those other mages, whether they get on well with the governing class who might organize it for them, and so on and so forth.

A moderately powerful Fleshcrafter might work fulltime to de-age two people at the rate of one year per year (that is to say, in one year, two fifty-year olds could become biologically forty-nine). A weak one could hold age constant at best, and the most powerful Fleshcrafters tend to be given tasks like 'turn this swordsman into an incredibly strong man even if his heart gives out in ten years' as opposed to 'spend a lot of time de-aging this one mage'. Fleshcrafting is often more art than science, and the fixes are often more 'get them up and running now' versus 'good quality work that'll last thirty years'.
 
[X] Armed Yourself and Fought

Ah I see better now how this works. I'm going to try and stop worrying about the magic we will get and more just go with the choices I want our character to make.

A question about the second Ascension though. You said other cities let mages test their towers, I'm surprised. With such a high failure rate and the chance that they could go mad and rampage across the countryside I would think they would want them as far away from their tower and their countryside as possible. Is there a reason they let them, or are things just so bad and 1 2nd Ascension worth so much that it's worth it?
 
Sort of. The economy isn't really a command one at all (the organizing principle is 'get good defenses, don't get too many people'), and mages (who come mostly from the expendable class of the poor and indigent) don't always get along with the governing class (there aren't enough mages to take care of governing, so this tends to be noblemen, powerful normal warriors, rich merchants, etc). Mages tend to trade services in kind, or for scrip from Madalgia (being the only functional economy in the known world), and whether or not they de-age depends on whether they trust those other mages, whether they get on well with the governing class who might organize it for them, and so on and so forth.

A moderately powerful Fleshcrafter might work fulltime to de-age two people at the rate of one year per year (that is to say, in one year, two fifty-year olds could become biologically forty-nine). A weak one could hold age constant at best, and the most powerful Fleshcrafters tend to be given tasks like 'turn this swordsman into an incredibly strong man even if his heart gives out in ten years' as opposed to 'spend a lot of time de-aging this one mage'. Fleshcrafting is often more art than science, and the fixes are often more 'get them up and running now' versus 'good quality work that'll last thirty years'.
Fleshcrafters are basically immortal, since they will also de-age themselves constantly?

2nd Ascension - Does it also improve one's base magic or so, so a mage of the 2nd Ascension would naturally be a better Fleshcrafter than a mage of the 1st Ascension (For example)? Even if the 2nd Ascension Mage had just become a Fleshcrafter.
 
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