Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 13

Author Topic: Arcane Guild of Hybise - Ended  (Read 15317 times)

Nirur Torir

  • Bay Watcher
    • View Profile
Arcane Guild of Hybise - Ended
« on: June 10, 2016, 07:36:23 pm »

It is civilization's dawn. Over the last several centuries, bronze tools and weapons have spread into favor; iron is still unknown. In the early days, several tribes wielded unstable, destructive magics. In fear, they were wiped out.

For most people, magic was myth or urban legend. Someone occasionally awakened to magic, usually destroying themselves shortly. The rare survivors either hid or were eventually killed - Unstable magic was illegal for a reason.

For the Hybisians, times are changing. The newly ascended King Ropale wishes to try again to harness magic, and has offered a full pardon, and generous funding, to those mages who would work for him. A few have come forward. He wishes them to found a guild, for the study and teaching of magic.

Spoiler: The Leader (click to show/hide)

Spoiler: The Experienced (click to show/hide)

Spoiler: The Rainbow (click to show/hide)

Spoiler: The Rookie (click to show/hide)

Spoiler: Starting Area (click to show/hide)

IronyOwl has graciously allowed me to outright copy-paste his magic system.
Spoiler: Principle Schools (click to show/hide)
Spoiler: Elemental Schools (click to show/hide)

Training in an existing school is relatively safe at lower levels, even without a teacher, but is time consuming. Learning an entirely new school(new to the one learning) is dangerous - Critically dangerous with no teacher or learning materials. Better teachers will alleviate the risk. It is suggested that you leave learning new schools to rookies, or send expeditions to distant lands to seek out barbarian tribes who have magic.

Not everyone is a potential mage. Recruits are a valuable resource. You may either unlock their power by training in a senior mage's discipline, or, much more dangerously, try to learn their natural affinity with no teacher. You do not know if natural affinity can be determined ahead of time.

Some people have useful non-magical skills. These could be nearly anything a bronze-age society would have access to - Blacksmithing, trade, haggling, leadership, or swordfighting, to name a few.

Lots of magic types work well together. Magic is a fairly personal thing, but it is possible, if dangerous, to have two or more mages cooperate on a spell. It would be a good idea to train them to work together to cast this particular spell beforehand. (It's hard to draw a circle of protection against Outsiders if you know little about them. It would take serious practice and/or codified guild knowledge to make it as effective as it would be if the warder knew as much as the summoner.)

The guild will slowly gather skill over time towards what it does. If you regularly have infusion specialists working with artificers, the accumulated knowledge will eventually allow even relative novices to create results nearly as effective as if they had skills in both. Similarly, if you train lots of pyromancers, they will write books and making further pyromancer training easier.

Security and secrecy are things to consider as your guild grows. A sufficiently long-lived guild will have drop-outs or traitors. Depending on how you limit materials, guild members will train more slowly, but you would have more time for vetting and earning loyalty before handing out The Secrets of Mass-Harvesting the Souls of the Innocent. Do not expect free access to build loyalty enough to keep psychopaths from memorizing your dangerous spells and leaving, to wreck havoc on the surrounding areas (and hurting your reputation).

Reputation is pretty important, of course. Magic is hard to control, dangerous, and scary. At the start of the game, no magic is illegal, but some is scarier than others. Accidentally releasing demons down the capital's main road would be very bad for the guild's continued existence. Setting up free healing centers would earn the support of the people. Recruits would be more comfortable seeking you out and initially be more loyal, you'd get donations, the gratitude of merchants and soldiers, some protection against bad events, and the next king would be happier keeping you around.


This is a suggestion game: Everyone controls the same people and guild, through votes.
Before we get started, I'll need character sheets for our initial four mages, and a name and location for the guild.
« Last Edit: July 31, 2016, 05:34:04 pm by Nirur Torir »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #1 on: June 10, 2016, 07:37:03 pm »

« Last Edit: June 20, 2016, 07:53:58 pm by Nirur Torir »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #2 on: June 10, 2016, 07:46:29 pm »

Roster, last updated for turn 9.


Spoiler: Stavros Vasilis (click to show/hide)

Spoiler: Basel (click to show/hide)

Spoiler: Phyreli (click to show/hide)

Spoiler: Alicia (click to show/hide)

Spoiler: Viusi (click to show/hide)

Spoiler: Misc. Apprentices (click to show/hide)
« Last Edit: July 16, 2016, 01:11:41 pm by Nirur Torir »
Logged

crazyabe

  • Bay Watcher
  • I didn't start the fire...Just added the gasoline!
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #3 on: June 10, 2016, 07:53:15 pm »

PTW
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

griffinpup

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #4 on: June 10, 2016, 08:05:07 pm »

Post... to Post
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #5 on: June 10, 2016, 08:32:21 pm »

Spoiler: The Leader (click to show/hide)

Spoiler: The Experienced (click to show/hide)

Spoiler: The Rainbow (click to show/hide)

Spoiler: The Rookie (click to show/hide)

An out-of-the-way village with guards

Edit: Really quite torn between outside of the capital and outside of a small town. The military place seems like it might pigeonhole us a bit too much, and also limit future possibilities for glory. Like, it's okay for a capital to be full of wonders, but when you in another town sharing the fame with another game isn't so cool. Small town seems better in the long run, eventually turning the town to our own glory and service. Capital seems more interesting and immediately reasonable.

Edit2: I guess I should ask, what sorta time scale do you think we'll be using for this game? I guess if it's a large enough scale I'll swap to small town, being stuck in podunks town for the whole game wouldn't be any good, but if we could over some generations build the town up around us...
« Last Edit: June 11, 2016, 07:12:30 am by Criptfeind »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #6 on: June 10, 2016, 09:13:42 pm »

Edit2: I guess I should ask, what sorta time scale do you think we'll be using for this game? I guess if it's a large enough scale I'll swap to small town, being stuck in podunks town for the whole game wouldn't be any good, but if we could over some generations build the town up around us...
I plan for most turns to last a year.

I'm going to veto surgeon.
« Last Edit: June 10, 2016, 09:16:15 pm by Nirur Torir »
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #7 on: June 10, 2016, 09:16:22 pm »

Hum, alright, cool. A bit of a middle ground, however, gota reach for the dream if you're ever going to achieve it, I'll swap my vote to An out-of-the-way village.

Ah. riiight. I forgot the bronze age part. Um. Not sure of the word for it would be, but there was probably some type of medicine men back then yeah? Should I swap it to that.
« Last Edit: June 10, 2016, 09:19:44 pm by Criptfeind »
Logged

griffinpup

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #8 on: June 10, 2016, 10:09:29 pm »

LOL please make our medicine man actually be a completely negative effect.  I mean, like bloodletting and leeches negative.  He'll be our incentive to never fail.  and I also vote for a out-of-a-way-village
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #9 on: June 11, 2016, 07:09:42 am »

I mean, this is based on Irony Game, I can't recall Nirur Torir gm style (dunno if I've played in a game with him before), but I feel like there might be a cross over in the everyone sucks and is incompetent department, so presumably everyone is actually a negative effect.
Logged

crazyabe

  • Bay Watcher
  • I didn't start the fire...Just added the gasoline!
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #10 on: June 11, 2016, 11:09:25 am »

Spoiler: The Leader (click to show/hide)

Spoiler: The Experienced (click to show/hide)

Spoiler: The Rainbow (click to show/hide)

Spoiler: The Rookie (click to show/hide)

An out-of-the-way village with guards
Logged
Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #11 on: June 11, 2016, 02:13:02 pm »

I might start this later today, unless there's discussion. Any other builds?
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #12 on: June 11, 2016, 06:09:46 pm »

Spoiler: The Leader (click to show/hide)

Spoiler: The Experienced (click to show/hide)

Spoiler: The Rainbow (click to show/hide)

Spoiler: The Rookie (click to show/hide)
Baron title changed to leader.
Botany is now Herb Lore. I'm still considering Doctor, if anyone wants to suggest changes for that. Nursing might be better, as a general 'patient care' skill. Using herbs to treat people would work.

It is now early summer. The guild has spent spent a month getting acquainted with each other, the locals, and building a living space. It is now time to make plans for the rest of the year.

Village Report
The local population count is roughly 75.
The villagers live off of hunting, trapping, and fishing.
Traders normally visit once per year, to buy furs and sell tools and occasionally luxuries. The king has ordered a small group of traders to visit once a season.
There are three main factions, based on families. All are opposed to the guild's presence.
Overall, the village is uncooperative towards the guild. A few nearly started a fight, but the guards intervened.

Financial Review
You earn a stipend of 80 drachma per month.
You spend 40 drachma per month on basic upkeep - It would be 20, but the traders now visit once per season purely for your benefit, and need to make a profit.
Food and "shelter" is provided by the guild to its members. There are neither guild dues nor guild payments.
The guards buy their own food.

Possessions Review
The guild owns a cramped one-room shack.
The guards plan to expand it this year, adding a pair of bedrooms. The guards are not effective laborers, and the overall quality will be low.

Extra Personnel
5x Guards, paid for by the king. They are light infantry armed with short swords, slings, and partial leather armor.
 Their primary mission is guarding the guild and its mages. They will likely follow guild instructions to further this goal.

Training Decisions
Currently, nobody is adding to the guild's knowledge. Should one die, their knowledge dies with them. Father Riegmen Bloom is already 52 years old, while Leader Hagel Vosenmark is 46, Miss Sara Mesken is 37, and Vorg Rocksplitter is 23.
Your main options are to put training completely on hold and record everything they can, to write down their most interesting findings as they train, or to hold off on that entirely for now - You need to buy parchment, and the current shack is not well suited to keep a library.

You may choose to encourage a training intensity guild-wide. Low intensity is almost entirely safe, but slow. Moderate intensity opens the way for critical failures. High intensity training will have many failures, but a high rate of growth. You may alternatively encourage members to train at their own pace, but choosing different intensities for different members would be bad for morale.

You may encourage members to spread their training or focus in one area at a time (of your choice, if you wish to micromanage). The former would generally be more efficient, reducing boredom and allowing time to consider different approaches. You may also allow them to train what-ever they please, for even more efficiency.

You may encourage members to focus their training on trying to learn specific effects(or spells, but magic is more free-form in this system).

Missions
Search for recruits!
 Send someone on a year-long trip, getting acquainted with nearby settlements and looking for those with magical potential. Due to financial limitations, no more than two would be brought back, but more may be noted for future searches.
 Consider sending some guards.
 Suggested Skills: Level 2 in any magical skill would greatly increase the chances of finding at least one recruit. Learning about nearby settlements would still help future searches.

Analyze Plants
 Father Bloom has basic herb lore, and Miss Sara Mesken has basic survival knowledge. They could each spend about 20% of the year's training time looking for plants or easy forage that might be useful, or valuable to merchants.

Heal the villagers
 Father Bloom is a healer. The villagers might be grateful if he were to heal them of long-standing wounds. He estimates it would take 20% of the year's training time to get enough trust to heal everyone he has the skills to heal, and to heal them. He notes that this is risky, and a major mistake would damage relations for years to come.

Trade Goods
 Vorg Rocksplitter and Miss Sara Mesken have an idea to improve the guild's financial situation. Together, they may be able to make rock totems that give off warmth when rubbed. This would be a good learning experience for both.

Financial Decisions
There is enough money to do one task well, or two tasks minimally.
 Buy parchment, ink, plus perhaps candles and improved parchment storage, allowing magical knowledge to be preserved.
 Father Bloom would like to hold a religious festival to improve relations with the village.
 Winters are cold here. Most current members aren't particularly concerned, but Leader Hagel would like to make the shack warmer and plug some holes. Ideally, he would also buy better bedding for everyone. This would greatly help with loyalty for future recruits.


Note that you are not limited to the listed options - For example, I am unlikely list that X may try to unlock a new skill by training under Y.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #13 on: June 11, 2016, 06:55:35 pm »

I think basic livability is our primary concern. To that end I suggest we put our excess money into expanding and improving the basic structure of the guild. Following that relationship with the village is also a pretty important concern. I think having Father Bloom working as a healer is a good idea (also literally the reason why I wanted a healer in our starting group). However, I guess it'd depend on how risky risky is. With his Magical Finesse I was hoping he'd be the safest magic user, but if it's too big of a risk perhaps we'd better spend out time learning more control.

Well, anyway. I'd have a tentative suggestion of

Hagel: Go get more recruits and exploring the surrounding area geographically and politically.

Father Bloom: Heal the village (unless that's like, very unsafe), analyze plants, and the rest of his time spent on training, encourage him to focus on trying to establish some level of safety in his healing.

Sara Mesken: Analyze dem plants, and then Trade Goods and train on whatever she wants

Vorg: Work on trade goods and train whatever he wants.

Training Plan: Low intensity (we can't afford in really any way a critical mistake at the start of establishing ourselves, maybe if Bloom can turn into a halfway reliable healer we can up it later)

Financial Plan: Spend dat sweet state money on upgrading the guild, living quarters is sorta our number one priority. As incredibly painful as it would be to have old Bloom die before he wrote anything down, I think delaying that process by a year is worth it, not freezing to death in the winter might hopefully expand his life a bit anyway...
« Last Edit: June 11, 2016, 06:57:34 pm by Criptfeind »
Logged

Transcendant

  • Bay Watcher
    • View Profile
Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #14 on: June 11, 2016, 07:46:54 pm »

+1

I like the stuff above. If we play our cards right, the villagers will eventually love us. We can improve their lives and our own. Things can end up with our magic making everyone better off. Free magic warmth will go a long way toward that.

These people know how to survive here and we will do a lot better with them on our side.
Logged
Pages: [1] 2 3 ... 13