A note on Wizards & Morale/Unrest
Magic is Spooky.
Not only in-universe but also mechanically, magic is straight up spooky to consider as a part-time writer and most-times dumbass like mysef. it represents a significant challenge to balance both mechanically and within the lore of the story.
I do not want to scam you guys, so I'll prewarn you that you're not getting Masters. Magister wizards have more to do with their day than sitting around getting trench-foot in Lustria. You will be hiring an experienced Journeyman, years into their study and looking to settle down after life as a dumbass adventurer, and you might get a master available as a very expensive Mercenary. IF you convince one to move to Lustria then they will be a Faction in and unto themselves.
As to how the Magical Advisor shall function?
Their Primary actions will not actually be using much magic at all. Things like investigating magical disturbances, scouting the local ley-lines and researching Magic related buildings or upgrades will be their sort or regular actions, along with simply being attached to one of your other advisors as an assistant, Granting a bonus to their efforts.
A larger bonus can be asked for in asking them to use magic during these actions, but that will have a 1% chance of injuring the wizard every week.
During a Defense, a Wizard is a Manpower of defenders all by themselves, with unique destructive abilities, but when deployed as such there is always a small (2%) chance for shit to go sideways with Miscasting, though equally there is a unique function they can serve in countering and duelling enemy wizards.
Not only in-universe but also mechanically, magic is straight up spooky to consider as a part-time writer and most-times dumbass like mysef. it represents a significant challenge to balance both mechanically and within the lore of the story.
I do not want to scam you guys, so I'll prewarn you that you're not getting Masters. Magister wizards have more to do with their day than sitting around getting trench-foot in Lustria. You will be hiring an experienced Journeyman, years into their study and looking to settle down after life as a dumbass adventurer, and you might get a master available as a very expensive Mercenary. IF you convince one to move to Lustria then they will be a Faction in and unto themselves.
As to how the Magical Advisor shall function?
Their Primary actions will not actually be using much magic at all. Things like investigating magical disturbances, scouting the local ley-lines and researching Magic related buildings or upgrades will be their sort or regular actions, along with simply being attached to one of your other advisors as an assistant, Granting a bonus to their efforts.
A larger bonus can be asked for in asking them to use magic during these actions, but that will have a 1% chance of injuring the wizard every week.
During a Defense, a Wizard is a Manpower of defenders all by themselves, with unique destructive abilities, but when deployed as such there is always a small (2%) chance for shit to go sideways with Miscasting, though equally there is a unique function they can serve in countering and duelling enemy wizards.