Cosmic Orrery made a post yesterday about Wizards. 3d6 Polar Bears responded to them. I have a few thoughts on both. Unfortunately, blogger is a glitchy mess and I'm not on the Purple Server, so my comments will have to be extended into Content. Not very long content though.
Cosmic's post elaborates on the theme of Wizards and their Domains, and how well a cyclical model of tiny witch-kings creates to the standard dungeons and dragons milleu. It's perhaps not a totally original idea, but I have never valued originality terribly highly. I prefer things to be well-crafted and thought out, so I welcome a post which makes clear the uses of a setting assumption. My thesis is, I think, similarly obvious, but similarly useful: The Wizards that Cosmic describes don't need to be Wizards.I mean that they need not be scholarly, old magicians, or even skeletal liches. Rather, one can include quite a variety. Ambitious prophets of gods, dark or light. Sword-Saints with magical blades that can cut down 20 men. Some other third thing. All these are likely to seek out magic and wealth, carve out their domain, and fall like lightning. You could probably call them Wizards if you like. But it seems like the powerful tend to blur into each other. If your sword-saint can summon spirit-lightning, he's not so much different from a sword-using wizard. Kill Six Billion Demons has a lot of examples.
Can you spot the Wizard? |
So maybe it would be better to think of them in more general terms. They are simply the Powerful, the god-kings. Some have a scholarly bent, some make secret deals with awful powers, some use swords, some sneak unseen, all are terribly good at killing. All of them are gonna build weird dungeons, make weird creatures, leave weird artifacts, send you on weird quests, and make satisfying noises when you shank them. History is littered with their bodies.