- This game contains mature content.
- The GM has marked this game as containing personal and intellectual property.
If the GM leaves or deletes the game nobody else will be able to continue the game.
The Mysteries of the Magi
Premise: Long have the ancient magi been at the forefront of the grand struggle between the immortal forces that shape reality. Yet their power was fading, as the darkness encroached, testing and breaking the defences that kept the cosmos safe. It was long since time for a new generation of magi to take up the mantle in place of the old.Once the White Tower was a shining beacon of light for all the Countless Worlds. Yet, it was but a shadow of its former glory. A broken ruin, a monument to a broken Order.
Even so, the Wizard continued to train but a small handful of acolytes, teaching them what they would need to know in the dark days ahead. There within its stone walls, would-be magi learned of the Mysteries, gifted with magical spells that allowed them to shape and bend the cosmos to their will. Such power, so the Mysteries say, must be tempered by the wisdom and compassion to know when to use such extraordinary abilities for the right reasons.
As the knowledge and wisdom of the magi began to fail, and the darkness consumed to threaten all the Countless Worlds, the new generation will have to make difficult choices.
Notes: It can be difficult to know just what to expect from a wizard school game, since there's so much you can do with it. So with that in mind, here are some of the elements of the game that I'd like to focus on:
- The White Tower a safe environment to learn magic. The player characters must learn magical spells, mostly from books, though learning can come from unlikely places, including art, crafting, and even other students.
- The White Tower is not really a "school," as in an institution of learning, but more like the Wizard's dwelling place. Still, other people live there, including other students, as well as various servants of the Wizard.
- In fact, the White Tower has secrets of its own, with an economy and NPCs and ecosystem, and it is encouraged that players explore its many mysteries!
- The students can come from all walks of life, but they will usually be in their late teens to very early twenties. Additionally, they usually come from some sort of medieval fantasy world, though some exceptions may exist!
- The magic is surreal, weird, strange, and frightening! Magic comes from the magi touching otherworldly dimensions and circles to draw upon their power.
- Students will go on quests to keep the encroaching dark forces at bay. The rewards for these quests will be rare artifacts, unique spells, and even one to one tutelage with the Wizard!
- Many old treaties and alliances have been forgotten. You must restore the broken bonds of friendship!
- The ancient artifacts that safeguarded the Countless Worlds now lie dormant. You must repair them!
- Periodically, there will be points in the game where the players will revisit their old lives and have to deal with things going on there.
System: Over the years, I've developed the minimal RPG system, a home-brewed system that I use in play-by-post games. Its virtues are that it's very minimal and doesn't get in the way of telling a good story, but most importantly, it allows players to play the kinds of characters they want to play.