OHT
Reviewer
- Joined
- Apr 25, 2017
- Messages
- 684
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(A setting in itself, something you can drop into your own setting, or just a repository of weird and wonderful wizards and their cohorts, 66 wizards details the powerful members of an arcane order who have been laid low by alien terrors and those who stand against them. Full wizard entries can be found below and use the Archmage NPC profile as their base – modified by the 66 Wizards features and the wizards individuality).
Two hundred years ago, the Supreme Guild of Arch-mages fell to a coalition of Elder Evils from beyond space and time. Their star-spawn larvae latched onto each of the order's 66 members. The location of each arch-mage and their activities affected the form that the symbiont being took once the mage had been subsumed. Known as the Week of Woe, each mage was tracked down and attacked by vicious alien life-forms, whose ultimate aim was to gain control of the order so that their newly conquered agents could lay the ground for a full-on invasion. The Elder Evils' plan worked better than even they thought possible, although enough loose ends were left to create problems for their ultimate plan to this day – some of the wizards escaped, using a technique that the invaders did not know the order possessed. The use of mortal vessels. For the Supreme Guild of Arch-mages contained only the most powerful users of magic, some wizards were not human to begin with, whilst others had conquered time without the need to transition into lichdom.
The arch-mages could transfer their consciousness, accumulated knowledge and life experiences into 'mortal vessels' – objects and humanoids to hand, crafted constructs, clones, or simulacrums, thus cheating death. It was this power that allowed some wizards to escape the attack, with the most unexpected uses escaping notice better than the standard. However, the Elder Evils' work was complete enough that it has tainted the world ever since. Fifty nine members of the order were overcome and became accomplices to the scheme, whilst four wizards retained all of their original faculties in strange mortal vessels and fought back, and three more were able to control the symbionts that had assaulted them enough to keep control of themselves and help the resistance efforts were they could.
The monstrous mages fell easily to the symbionts, as did those of dark morals, but those with grounded roots to the world and those of a more altruistic bent fought hard once the threat became known. Some were able to escape – at horrible cost to themselves, whilst others fell under the yoke of the alien powers; reluctant pawns in a cosmic game. Some say that a kernel of good remains to those that bowed the head reluctantly and that a persistent inquisitor may release them, if they are put to the question.
One thing is known for sure, the Supreme Guild of Arch-mages is now a relic from a haunted past, whose members are continent spanning despots and tyrants. For although the star-spawns' plans for a full invasion have not come to fruition, they draw sufficient sustenance from the chaos and mayhem the Supreme Order now sows to make the energies they expend on sustaining the 66 worthwhile. Perhaps one day they may have their invasion.
The 66 wizards are distinct from all other spell-casters in their powers and abilities, however, since their ouster they have become hostile to other spell-casters and hunt them down when they can, once they become a threat. Each of the wizards has their own story which informs their symbiont form and actions, although most have lost their sense of self under the alien yoke.
Two hundred years ago, the Supreme Guild of Arch-mages fell to a coalition of Elder Evils from beyond space and time. Their star-spawn larvae latched onto each of the order's 66 members. The location of each arch-mage and their activities affected the form that the symbiont being took once the mage had been subsumed. Known as the Week of Woe, each mage was tracked down and attacked by vicious alien life-forms, whose ultimate aim was to gain control of the order so that their newly conquered agents could lay the ground for a full-on invasion. The Elder Evils' plan worked better than even they thought possible, although enough loose ends were left to create problems for their ultimate plan to this day – some of the wizards escaped, using a technique that the invaders did not know the order possessed. The use of mortal vessels. For the Supreme Guild of Arch-mages contained only the most powerful users of magic, some wizards were not human to begin with, whilst others had conquered time without the need to transition into lichdom.
The arch-mages could transfer their consciousness, accumulated knowledge and life experiences into 'mortal vessels' – objects and humanoids to hand, crafted constructs, clones, or simulacrums, thus cheating death. It was this power that allowed some wizards to escape the attack, with the most unexpected uses escaping notice better than the standard. However, the Elder Evils' work was complete enough that it has tainted the world ever since. Fifty nine members of the order were overcome and became accomplices to the scheme, whilst four wizards retained all of their original faculties in strange mortal vessels and fought back, and three more were able to control the symbionts that had assaulted them enough to keep control of themselves and help the resistance efforts were they could.
The monstrous mages fell easily to the symbionts, as did those of dark morals, but those with grounded roots to the world and those of a more altruistic bent fought hard once the threat became known. Some were able to escape – at horrible cost to themselves, whilst others fell under the yoke of the alien powers; reluctant pawns in a cosmic game. Some say that a kernel of good remains to those that bowed the head reluctantly and that a persistent inquisitor may release them, if they are put to the question.
One thing is known for sure, the Supreme Guild of Arch-mages is now a relic from a haunted past, whose members are continent spanning despots and tyrants. For although the star-spawns' plans for a full invasion have not come to fruition, they draw sufficient sustenance from the chaos and mayhem the Supreme Order now sows to make the energies they expend on sustaining the 66 worthwhile. Perhaps one day they may have their invasion.
The 66 wizards are distinct from all other spell-casters in their powers and abilities, however, since their ouster they have become hostile to other spell-casters and hunt them down when they can, once they become a threat. Each of the wizards has their own story which informs their symbiont form and actions, although most have lost their sense of self under the alien yoke.