Looking around the beach you see a lot of floatsome and wreckage has been washed ashore, along with several corpses. They appear to be mostly pirates. You look around to see if you can find something useful.
Tomas' story
Be sure to read and follow the guidelines for our forums.
Looking around the beach you see a lot of floatsome and wreckage has been washed ashore, along with several corpses. They appear to be mostly pirates. You look around to see if you can find something useful.
Rolls
Investigation Roll - (1d20)
(12) = 12
FYI: Here are some basic gamer's plane conventions. Post anything your character says aloud in bold text and any of your thoughts in italics. Not everyone uses these conventions but most do. That makes it much easier to keep track of conversations and allows you to skim read a little easier if you lack the timd to read everything in its entirety.
Also, try to make your next post in character. To do this at the top of the url you should see a "post as player" tab. You can click the drop down icon next to "player" and change it to "Insert character name here". Then your character's name will be displayed on top of your account name. Also, if you have uploaded a picture to your character sheet it will also display the picture.
Looking inland you see smoke rising a small distance away. It could be some kind of settlement. The rest of your immediate area is surrounded by a semi-thick forest. You can see some mountains in the distance that stretch down from the horizon down to the coast but you don't know which direction they are.
What do you do?
He breaks the raft into smaller planks (using trees and rocks as leverage, if necessary), shaves off any unsatisfactory parts with one of his daggers, and pokes holes into the planks. Then he threads the rope through those holes, lashes the entire affair together, and creates loops to stick his arm into and to hold with his hand.
"Sweat!"
2. You can roleplay your stats or not. That's 100% on you. I'll never tell you how to play your character, and again, in my opinion, neither should anyone else.
3. Some people prefer first person, others prefer third person. It's up to you!
Rolls
Tides of Chaos Survival Check 1 - (1d20+3)
(2) + 3 = 5
Tides of Chaos Survival Check 2 - (1d20+3)
(19) + 3 = 22
To get to the town, you follow the coast until it becomes an impassable cliff . You have no choice but to head into the wilderness. It's much more difficult to navigate inside the thick canopy.
One more survival check please
If you like the first suggestion, would you like a standard OOC reminder to be placed in each posting where I cast a spell to help you remember?
Rolls
Navigating the Wilderness (Survival) - (1d20+3)
(5) + 3 = 8
It's not as though I'd be able to change the value of the roll, if I'm the one rolling on the table instead of you.
Or, if you want to have it be all on your end (only consulting me if there's a target), then you could do the "equal or under spell level" roll for determining if there's a surge + the surge roll, if there is one. Instead of me doing one and you doing the other.
Also, what do you think about wild magic surges resulting in my Tides of Chaos regenerating? In RAW they're two separate features where regenerating Tides of Chaos is just an automatic Wild Magic Surge determined by the DM. However, the rolling on every spell cast plus the "equal or under" factor for determining surge chance increases the overall amount of surges compared to the normal wild magic surge chance rolling. So, comparing normal wild magic surge chance rolls + automatic surges and regenerating Tides with modified magic surge chance rolls that regenerate tides - it should come out to about equal (given the disposition of one's GM). If you have another way of determining when Tides of Chaos regenerates, that'd be good to hear too.
Another question: How much of the 50 ft. of hempen rope was used in the creation of the shield?
Tomas looks around to try and find his bearings. If he's still unable to see anything after glancing around, he's going to take off his armor and shield, then use the rope to help him climb slowly but steadily up the nearest sturdy looking tree from branch to branch until he thinks it's no longer safe and/or can see the direction of the smoke or other sign of civilization.
Rolls
I'm lost and I gotta find my way! (Survival) - (1d20+3)
(10) + 3 = 13
Rolls
Dire wolf stealth - (1D20+4)
(2) + 4 = 6
"Oh!"
As his muscles tense, he grips his stave firmly and holds it in position with his shield in front of him. If there's enough time to do a quick glance around, he checks to see if the wolf is hunting alone.
Rolls
Initiative - (1d20)
(1) = 1
Intimidate check, if required - (1d20+3)
(17) + 3 = 20
Animal Handling check, if required - (1d20+1)
(19) + 1 = 20
Quarterstaff attack, if required - (1d20+5)
(11) + 5 = 16
Quarterstaff damage (bludgeoning), on hit - (1d6+3)
(2) + 3 = 5
Anyway, I'll let you take a quick look around as your bonus action for the round. I'll take your first roll as your perception check.
The Dire wolf pounces on you but you manage to shove it off with your shield. Your shield withstands the impact and it's still fully functional.
Round 2 fight!
Rolls
Dire wolf attack - (1D20+5)
(6) + 5 = 11
Damage (piercing) - (2d6+3)
(52) + 3 = 10
0-25 and your shield breaks. - (1D100)
(45) = 45
"Thinks, men! I wanted halp." And he flashes his new buddy a big, simple grin as he smacks at the wolf once more.
Rolls
Club Wolf (Attack) - (1d20+5)
(8) + 5 = 13
Damage! - (1d6+3)
(4) + 3 = 7
Oh and you still have 45 feet of hempen rope left.
Rolls
Attack Roll - (1d20+4)
(13) + 4 = 17
Longbow damage - (1d8)
(2) = 2
Round 3 fight!
Rolls
Dire Wolf Attack - (1D20+5)
(6) + 5 = 11
Damage (piercing) - (2d6+3)
(11) + 3 = 5
0-25 and your shield breaks. - (1D100)
(81) = 81
"WaaAAaaaAAAhhhhhh!!!"
Rolls
Third Time's The Charm (Attack) - (1d20+5)
(13) + 5 = 18
Damage (bludgeoning) - (1d6+3)
(6) + 3 = 9
stop yelling so wildly human...could you tell me what is your name? I'm sure it would help if we are to be allies, mine is Sovelin.
Rolls
Attack Roll - (1d20+4)
(2) + 4 = 6
Longbow Damage - (1d8+2)
(8) + 2 = 10
The dire wolf tears into Thomas' wooden shield and rips it to pieces. The shield has been destroyed.
Next round fight!
Rolls
Dire Wolf Attack - (1D20+5)
(8) + 5 = 13
Damage (piercing) - (2d6+3)
(24) + 3 = 9
0-25 and your shield breaks. - (1D100)
(8) = 8
Forgive me, I have no weapons besides this bow. I hope it will suffice to fell this beast.
Rolls
Attack Roll - (1d20+4)
(6) + 4 = 10
Longbow Damage - (1d8+2)
(2) + 2 = 4
Tomas drops the one plank he's now holding by the rope, grips the quarterstaff with both hands, and strikes down.
"Bad, doggie! BAD!"
Edit: And... I put in the wrong modifier for this attack, it should actually be 16 to hit. But I think 14 hits anyways.
Rolls
Give The Dog A Stick! (Attack) - (1d20+2)
(12) + 2 = 14
Damage (bludgeoning) - (1d8+2)
(3) + 2 = 5
@Sovelin: How about 1 d10 plus survival mod? You can roll after the battle
Rolls
Attack 1 - (1D20+5)
(3) + 5 = 8
Damage (piercing) - (2d6+3)
(31) + 3 = 7
Rolls
Attack Roll - (1d20+4)
(8) + 4 = 12
Longbow Damage - (1d8+2)
(1) + 2 = 3
Feeling insecure with his lack of shield, Tomas raises his quarterstaff again but closer to his chest, ready to react.
Edit: Also, will be taking the Dodge action except if the wolf starts going after Sovelin. In which case Tomas will Opportunity Attack and, on his turn, chase the wolf and start hitting it again. Will use Shield if an attack hits and make a Wild Magic chance roll.
Next round. Fight!
Rolls
Attack 1 - (1D20+5)
(20) + 5 = 25
Disadvantage - (1D20+5)
(10) + 5 = 15
Rolls
Attack Roll - (1d20+4)
(10) + 4 = 14
Longbow damage - (1d8+2)
(4) + 2 = 6
Next round fight!
Rolls
Dire Wolf Attack - (1D20+5)
(11) + 5 = 16
Disadvantage - (1D20+5)
(8) + 5 = 13
Rolls
Attack Roll - (1d20+4)
(3) + 4 = 7
Longbow Damage - (1d8+2)
(8) + 2 = 10
Thomas leaps out of the way and you see an opening.
What do you do?
Rolls
Dire Wolf Attack - (1D20+5)
(6) + 5 = 11
Disadvantage - (1D20+5)
(19) + 5 = 24
If Sovelin comes up, Tomas says, "Owl write, men. We tack it on!"
Rolls
Staff Attack, if Sovelin comes forward to flank - (1d20+4)
(6) + 4 = 10
Advantage - (1d20+4)
(17) + 4 = 21
Friendship Damage (bludgeoning) - (1d8+2)
(7) + 2 = 9
Rolls
Stealth (if necessary) - (1d20+2)
(13) + 2 = 15
To dual wield you get to make one normal attack called your main hand attack and then you can make on extra attack as a bonus action. Roll the second attack like normal but you don't get to add your dex mod to your damage unless you took the two handed fighting style.
why didn’t I just pay attention back then, this wouldn’t be so awkward for me now. "Melee sucks, ranged is always better." *mentally shakes head* should’ve taken training more seriously. Let’s hope that I remember my training well enough to fell this beast.
Rolls
Attack Roll - (1d20+4)
(18) + 4 = 22
Short Sword damage - (1d6+2)
(5) + 2 = 7
Advantage - (1d20+4)
(19) + 4 = 23
Off-hand Ss damage - (1d6)
(2) = 2
Off hand attack roll - (1D20+4)
(18) + 4 = 22
Advantage - (1D20+4)
(14) + 4 = 18
Rolls
Attack Roll - (1d20+4)
(14) + 4 = 18
Ss Damage - (1d6+2)
(4) + 2 = 6
"Hyah!"
Rolls
FINISH IT (Attack Roll) - (1d20+4)
(15) + 4 = 19
Advantage on attack, if still applied during AoO - (1d20+4)
(5) + 4 = 9
Damage (bludgeoning) - (1d8+2)
(7) + 2 = 9
Perhaps this is the beast Melina spoke of...So what brings you out to this area?
"Ah'm joust lossed, men."
However, the glum expression breaks out into a simple smile after a few moments.
"Oh! Bu'hey, ah'm Thomas! Whazz yer name? Ware are we? I'z on a shit that sunk in the see. You know the whey two a down? Food? Plays two slip?"
Choice 2:I'm hunting a great beast to take back to my chief. She said to find a great beast, track it, and bring back it's pelt, however I don't really think this'll do.I should find some of those arrows i shot earlier *while looking around for them*
Rolls
Skinning?(survival) - (1d20+4)
(1) + 4 = 5
Arrow Recovery(survival) - (1d10+4)
(7) + 4 = 11
You butchered the hide good and propper. You have a few strips which someone might be able to use for something. You could also take a few teeth as a trophy if you like.
"Oh! Ah here sumwun coilin' fer halp!! Ah'm gun go halp!"
Tomas runs towards the source of the noise he heard, quarterstaff in hand.
Rolls
Survival - (1d20+4)
(6) + 4 = 10
He moves towards the cave entrance, both hands gripping his quarterstaff.
Rolls
Perception - (1d20+4)
(9) + 4 = 13
Rolls
Perception - (1d20+3)
(20) + 3 = 23
There is a passage which leads deeper into the earth and there are no apparent threats. There is a constant whistling sound as if wind is being funneled through the cave, so you suspect there may be another exit.
Tomas is shifting his weight from one foot to the other, anxiously, eager to head into the cave.
As you travel deeper into the cave you come to a fork in the path. Carved on the wall is the same lizard creature with its hands stretched out to the left and right. To the left it is holding some kind of earth and to the right it seems to be holding smoke or perhaps air? Wind maybe?
Which passage do you choose?
What do you do?
Rolls
Climbing Check - (1d20+3)
(1) + 3 = 4
"AAAAHHHH!!!"
*mental sigh*
Rolls
Preparing to Survive (Dex save) - (1d20+4)
(2) + 4 = 6
As you both get to your feet you realise that there must be some form of magic that teleported him above the platform.
Thomas looks around but he doesn't see anything to tie his rope to.
Rolls
Fall damage - (2d6)
(25) = 7
maybe between me and Tomas we have enough rope to get to the other side
Rolls
All Seeing Perception ~.~ - (1d20+4)
(4) + 4 = 8
Rolls
Perception - (1d20+3)
(8) + 3 = 11
Hopefully the other path is....
What do you do?
Rolls
Investigation Check(if needed) - (1d20+3)
(18) + 3 = 21
Perception Check(if needed) - (1d20+4)
(13) + 4 = 17
Arcana Check(if needed) - (1d20+1)
(6) + 1 = 7
What do you think of this room Tomas? I’m still suspicious, but it doesn’t seem to lead anywhere.
Rolls
Perception - (1d20+4)
(20) + 4 = 24
Investigation - (1d20+3)
(9) + 3 = 12
Arcana - (1d20+1)
(2) + 1 = 3
"Ah herd sumwun coilin' beef-oar. Dun' here 'em now.... Mebbe we just leaf? Magucil 'n weerd een hear."
In the distance, you see a portal open on the other side of the room. Then you see a massive chunk of stone dislodge itself and fall to the floor with a massive slam.
More and more chunks begin to fall as if the ceiling were collapsing. You bolt for the portal on the other side of the room.
Rolls
DEX Save - (1d20)
(3) = 3
DEX Save - (1d20)
(5) = 5
DEX Save - (1d20)
(7) = 7
Rolls
Dex Save - (1d20+4)
(8) + 4 = 12
Dex Save - (1d20+4)
(12) + 4 = 16
Dex Save - (1d20+4)
(20) + 4 = 24
Rolls
Damage - (1D8)
(5) = 5
Damage - (1D8)
(6) = 6
Damage - (1D8)
(7) = 7
As the final boulder hits Thomas in the back of his head he sees stars before his vision finally goes black. Just before he passes out Sovelin manages to grab him and shove him through the portal on the other side.
There he collapses and appears to be bleeding out.
What do you do?
Rolls
DEATH! - (1d20)
(12) = 12
@Thomas, if he fails the check then please give me another death saving throw.
Rolls
Medicine - (1d20+2)
(12) + 2 = 14
Thomas you regain consciousness with 1 hp.
I think that now would be a great time to take a short rest.
You can spend your hit dice to regain hps. Add you con bonus to each die that you roll and you can roll them one at a time if you like.
Rolls
Second Wind first - (1d10+1)
(8) + 1 = 9
Short Rest Healing - (1d10+2)
(7) + 2 = 9
Rolls
Rest healing - (1d10+1)
(1) + 1 = 2
The way behind you has completely collapsed.
What do you do?
Rolls
Hit die 2 - (1d10+1)
(6) + 1 = 7
What at first you thought was a single light source is actually two things glowing from the far end if the room. It is difficult to make out the details from this range and due to the lack of light but one seems to be glowing from inside some sort of large cloth sack and the other appears to be some kind of longbow, mounted on the wall.
What do you do?
Rolls
Secret Roll
Perc. Mod = +3
Invest. Mod = 0
Nature Mod = -1
Rolls
Generic Check - (1d20)
(5) = 5
Rolls
Perception - (1d20+4)
(8) + 4 = 12
Arcana/History/Religon - (1d20+1)
(20) + 1 = 21
Investigation - (1d20+3)
(9) + 3 = 12
Going by the murals written in the last room, you wonder if the undead had something to do with it.
@Both of you: Anyway, as soon as Sovelin lights the torch for his non-darkvision human friend you hear something screech from above you. Looking about you see that you have stumbled into some sort of giant spider's web!
What you thought to be a giant sack is actually a cacoon, probably the spider's last victim. Looking above you, you see an enormous, sickly, pale green coloured spider descending from the ceiling.
Please roll initiative and take your first turns.
Rolls
Initiative - (1d20+2)
(20) + 2 = 22
Attack Roll - (1d20+4)
(6) + 4 = 10
Longbow Damage - (1d8+2)
(8) + 2 = 10
Tomas rushes forward to head the spider off and give Sovelin some room to operate. He uses both hands to swing the quarterstaff at the vile creature.
Rolls
Initiative - (1d20)
(4) = 4
Attack the Arach! - (1d20+4)
(19) + 4 = 23
Quarterstaff Damage (bludgeoning) - (1d8+2)
(4) + 2 = 6
Rolls
Spider Bite against Thomas - (1D20+5)
(3) + 5 = 8
Rolls
Bash the Bug! - (1d20+4)
(10) + 4 = 14
Damage (bludgeoning) - (1d8+2)
(8) + 2 = 10
Rolls
Empowered Attack Roll - (1d20+5)
(6) + 5 = 11
Empowered Longbow Dmg - (1d8+3)
(1) + 3 = 4
Rolls
Attack - (1D20+5)
(5) + 5 = 10
He thwaps once more!
Rolls
Crush the Chitin! - (1d20+4)
(19) + 4 = 23
Damage (bludgeoning) - (1d8+2)
(5) + 2 = 7
Rolls
Breaking in the new dice - (1d20+5)
(10) + 5 = 15
Breaking in the new bow - (1d8+3)
(5) + 3 = 8
Then, it continues its assault against Thomas. Make a DC 13 consitution saving throw or you are paralyzed for the next round.
Rolls
Undead Fortitude - (1D20+3)
(20) + 3 = 23
Spider Bite against Thomas - (1D20+5)
(14) + 5 = 19
Damage Piercing - (1D8+3)
(8) + 3 = 11
Rolls
Wild Magic Chance - (1d20)
(19) = 19
Whack the Weaver! - (1d20+4)
(16) + 4 = 20
Quarterstaff Damage (bludgeoning) - (1d8+2)
(6) + 2 = 8
Rolls
Attack Roll - (1d20+5)
(13) + 5 = 18
Longbow Dmg - (1d8+3)
(3) + 3 = 6
What do you do?
Rolls
Undead Fortitude 1 - (1D20+3)
(7) + 3 = 10
Undead Fortitude 2 - (1D20+3)
(18) + 3 = 21
"Hey? You there??"
He steps back from the cocoon and, with the help of the torchlight, looks for an exit out of this chamber. Upon noticing Sovelin's shiny new longbow, he'll give a long whistle, a thumbs up, and a wink to his companion.
Rolls
Generic Roll, if necessary - (1d20)
(20) = 20
Rolls
Random Roll(If Needed) - (1d20)
(20) = 20
Rolls
Perception(A way out?) - (1d20+4)
(8) + 4 = 12
"Oh! Hey!! Ah'm Tomas! Hoppy to halp. Whazz yer name? Whut oar you?" he asks of the gem, bringing it closer to his face with a look of surprise and awe on his face.
Rolls
Perception - (1d20+3)
(15) + 3 = 18
"Oaky. Noice to meat you, Awlsoahtewlanduweppin. You oar weerd an' tock lots lick whizzerds an' oar maguc. Maguc's..." Tomas gives Sovelin a side glance, as if suddenly remembering the lizardfolk's in the room too, "... bad. But you sow-end noice. We tock aft-oar mebbe. Door pleads, Awlsoahtewlanduweppin!"
Rolls
Insight - (1d20+3)
(14) + 3 = 17
It is getting late. It's probably a good idea to head back to town.
@HCCraft Tomas would be confused as the two entered town and ask where we are (since he's a wreck survivor) and also who you are/what you do. What would Sovelin share with him?
"Yey, Softlin'!"
When you continue to converse with him, his demeanor is still friendly and cheerful (if a bit queer and contemplative) but his speaking is much more clear and understandable, no longer carrying the stereotypical tone of a village idiot. His confusion grows even deeper as you two approach town. He asks where exactly we are (e.g. what town, province, nation, continent) and if you could remind him of what your job/position is as well as your goals.
"You wanted... to get some sort of proof that you're strong? Was that right? Should we have taken the spider's head or something?"
Sovelin doesn’t fully trust Tomas(He isn’t the trusting type) so this is all he tells him before leaving for town.
Just follow me and Ill take you to town and get us some shelter.
Tomas closes the door behind him. It's late in the evening, though the murmur of a raised conversation below can be heard from time to time. He pulls out the glowing shard from his pack and strips off his clothing. Naked, he crawls into the bed, still sore from the day's events. Holding the shard in both hands, he focuses.
"He- hello? Are you there? It's me again, Tomas. What should I call you?"
This is to be the first of many nightly conversations.
As a player, I'm fine with the idea of an arcane shard influencing a wild magic sorcerer's magical development (i.e. spell selection). So, please tell me, is there any particular school that you think Tomas would tend towards as the result of attunement to the shard? Whether intentional or unintentional on the shard's part, by conversations with it, from the knowledge its given him, just from its nature, etc.
Also, we could RP out these questions, but here's generally what Tomas will be asking:
Who made it/when?
How did it end up in the cave?
It's history in general - In return, Tomas would share that he was a former unauthorized magic hunter, but he's unsure about it now that he's on the run and his mind has literally been changed
What it wants/wants to do? (since he got that sense of drive from his insight roll before)
What else can it do/what could it do in the future?
EDIT: Specifically, even though the other questions alluded to it, what is its purpose?
(The following you don't really have to answer, since they're more about flavor/RP rather than concrete stuff, unless there's something specific you want to get across)
What's wrong with Tomas? Why is he magical?
Why should Tomas seek to continue seeking out his magical potential? What's the benefit/purpose of magic when it's unauthorized?
In relation to the above question, more generally, what does it think of magic? Good, bad?
Later on, how does magic work (e.g. schools of magic)? Why does it work? Ways to be a better sorcerer/take hold of his potential, when he eventually comes around to the idea (probably by next level or the one after that).
The shard itself looks similar to volcanic glass. It is incredibly smooth and sharp. It sticks out and hass jagged edges. It's about the size and shape of a dagger blade. It is a deep emerald green.
Also, Tomas's real name is Nathaniel Docks. That's what he's getting at with the second line. He's wondering if the shard already knows about what he knows and/or what he's thinking subconsciously (e.g. "but my real name is Nathaniel!"). However, Tomas/Nathaniel wouldn't necessarily describe what he's doing in that way or have consciously thought through the fact that he's doing that.
Many hours pass before he finally dozes off, still clutching the shard.
...
It has been a couple days and quite a few conversations with the shard. It has already shared some information about itself and Tomas's curiosity turns from it to himself. He picks it up again.
"So... what am I? Why am I like this, that I feel a sort of odd relationship with the world? An imbalanced one, like I'm a cow in an urn shop except... everything can be an urn? When I was in the Arcane Authority, we called ones like me wild wizards. Didn't need any learning to do magic and they were a problem and I helped take care of problems. But. That's as much as I ever knew. Why... why me? Why now? Well, not now now but a couple months ago. Was it because of the accident I told you about, when I fell into that wizard's vat? What do you think?"
The second way is passive. Magic is attracted to certain individuals. They have absolutely no choice in the matter. Magic acts like an obsessed lover and there is no escaping it. You are art of this second group. There is no way that magic will ever leave you. You need to make peace with it and learn to work with it.
Thank you for the name. I really like it. I really enjoy giving new life to things. Here let me show you. Pick me up and cut your hand.
"Can you tell me what you're going to do first, Spring? I'm still not exactly comfortable with magic."
To them all in time but I wonder if Spring trusts you enough to answer all of your questions at this time. I think it's better to roleplay it out a little. I just reread a few of your questions. Spring clearly thinks that magic is not only good and useful but it is absolutely necessary to protect and defend the realm from something that seeks its destruction. He tells you this is his reason for existing. This is why he was created.
"De- Destroy yourself! Now!!" he urgently commands the skeleton.
With a wild, panicked look to his eyes, he hisses at the shard.
"Spring! This- This is the magic of unlife! The worst, most forbidden magic! Only the most terrible of wizards use it. Was your master evil? Are you evil?"
He holds the shard at arm's length, other hand reaching towards his war pick, as he looks back at the skeleton to see if it's followed his orders.
Evil? No absolutely not! My master created me to solve an unsolvable riddle. How do you defeat an enemy that cannot be killed? He managed to banish this ancient enemy and preserve his knowledge inside of me, so that several millenia later I could find a wielder who can do the same. There is nothing evil about this magic. That is not to say that this magic cannot be evil or that it cannot be used for evil purposes. It is unfortunate that your only experience with users of this kind of life magic have been wicked. At least, as far as you know. The fact that it is forbidden is a problem. You see, the enemy we face will not have the same scruples as you. It will use everything in its considerable power to kill all life on this plane and we must stop it.
Let's talk about why it is forbidden. What exactly, do you think I just did?
Still, his hand relaxes and draws away from his war pick, as the skeleton had heeded his orders and crumbled away.
Tomas crosses his arms decisively, before realizing he's tucked the shard into one elbow. He turns his hand over, giving an overall impression as though he's cradling the shard between his arms.
Feel free to make up whatever story you like. I'm all about collaborative world building. I'll pick up and run with whatever you put down as long as it doesn't conflict with the main plot. If it does then I'll edit your post. However, it is highly unlikely that it will.
Ah, anyways... As for why magic is feared in the Sapphire Isles, well... you can see my memories, can't you? At least, you helped reorder them and added some knowledge to them, so I thought you could. But, if you can't, well, it's just what is known in the Sapphire Isles. And I might have been a soldier for the Arcane Authority but I wasn't one fit for learning or asking. Not much space up here to have kept anything I learned, even if I did wonder. Which I didn't.
But yeah, bad magic was always on people's lips in the Isles. An evil wizard did this or that, a town got destroyed, family members lost. ... And I think I remember somebody told me something about a Prismatic Massacre once... but I wasn't really paying attention. The only other thing most people knew was that only Arcane Authority Magicians were nice to the people and had the courage and skills to keep the evil wizards at bay. I looked up to them and, even though I knew was dumb as a bag of bricks, I wanted to help them somehow. So I got strong and became a soldier for the Arcane Authority. Did a couple missions, had promise. Then... this happened."
Tomas snaps his fingers, the hint of a smile on his face betrayed by the sadness in his eyes, as he looks down at Spring in one hand and the crackles of green lightning that, in reaction to the snap, arc across the other.
"Now I'm bad. And I can never go back."
As for my time, I have memories of many bad wizards who have used all sorts of magic. Some use this others use that. The magic didn't make them evil. What they did with their powers, now that is the true issue.
"Well, I have the rest of my life to make 'informed judgments.' The rest of my magical life. ...
Also, you have some sort of ability to sense evil? How does that work? None of my companions are evil, are they?""
After Spring explains its ability to detect evil, Tomas and Spring discuss a bit more before Tomas heads back to the Trading Post.
----More Than A Week Later----
Tomas lies in his cot, covered in bandages. Despite having just fought magical assassin creatures and having told his companions a long story about Spring and the Destroyer, the pain from his wounds is keeping him from rest. He remembers something Spring had told him earlier that got a bit lost in the conversation. Concentrating, he forms his thoughts towards the green shard.
"What did you mean I'm the worthy wielder? I don't know anything about magic. Your master was very powerful and seemed like he was really smart too. He made you, after all, and you're the most incredible magic thing I've ever seen. You made me less dumb, after all. And I'm still probably not even half as smart as Titus was. We could go and find you a really powerful archmagician with goodness in his heart. It seems a lot safer with the world at risk, Spring."
No. None of your companions are evil. There is darkenss in you as there is in everyone inclusing your companions. As for my ability to detect evil, it is theoretically possible for someone to deceive my magic through a shielding spell but on the whole my power to detect evil. I wouldn't have chosen you if I wasn't certain.
Today...
Nope. An archmage will already have preconceived notions on the right and wrong way to do and use magic. I need a weilder with unbriddled potential that hasn't been taught the wrong ways to do things. I don't need a saint, I need a determined weilder who will do what is necessary to save the world!
...
Ah, I think I'm -huaaaahhh- getting sleepy now. You can tell me about that and about magic and about magic ethics... another... ... time. Night, Spring."