Fantasy - The Wizard & The Seclusium

Description (more info)

You can find a collection including all of my public charts here: https://chartopia.d12dev.com/collection/2569/

Result

{%name = {CHART(19159)}%}
{%title = {CHART(19160)}%}

The seclusium of {$name} {$title} is Roll on "Sec Description" However, {$name} has abandoned their seclusium, as Roll on "Wiz Abandoned"

{$name} {$title} is Roll on "Wiz Description". They appeared as Roll on "Appear Sex" with Roll on "Appear Skin" skin, Roll on "Appear Head", a Roll on "Appear Face", and Roll on "Appear Eyes" eyes, who wore Roll on "Appear Clothes".

A few facts are known about the wizard. Roll on "KnownFacts" Roll on "KnownFacts" Roll on "KnownFacts"

Evidence of {$name}'s foremost endeavors remains at the seclusium. {$name} strove Roll on "Endeavors", an effort which seems to have been Roll on "Complete". The wizard also strove Roll on "Endeavors", an effort which seems to have been Roll on "Complete". Finally, {$name} wished Roll on "Endeavors", an effort which seems to have been Roll on "Complete".

The seclusium sits Roll on "Location" Roll on "Locale". The place has a Roll on "Atmosphere" and Roll on "Atmosphere" atmosphere. Roll on "Magical Footprint". Accordingly, on the seclusium's grounds are Roll on "On Grounds", as well as Roll on "On Grounds", and Roll on "On Grounds".

{$name} {$title}'s private chambers Roll on "Living Spaces". The seclusium's hall and public spaces Roll on "Living Spaces". The kitchens, cellars, pantries, and butteries Roll on "Living Spaces". The guest accomodations Roll on "Living Spaces". The staff's personal rooms Roll on "Living Spaces".

The seclusium consists of Resolve: {Roll on "Architecture"|Roll on "Architecture" and Roll on "Architecture",} as well as Roll on "Additional", Roll on "Additional", and Roll on "Additional". The seclusium is constructed largely of Roll on "Con Appearance", with Roll on "Windows" windows, Roll on "Doors" doors, and featuring Roll on "Features". It is furnished with Roll on "Furnishings" and Roll on "Furnishings".

The place is also defended by magical boundaries, such as Roll on "Magical Boundaries", as well as Roll on "Magical Boundaries", and finally Roll on "Magical Boundaries". Other magical curiosities of the place include Roll on "Magical Items", Roll on "Magical Items", and Roll on "Magical Items".

While {$name} {$title} has abandoned the seclusium, Roll on "Remaining People", Roll on "Remaining People", and Roll on "Remaining People" remain. Also left behind is Roll on "Remaining Guests", and Roll on "Remaining Guests".

The wizard's subjects have been subjected to bizarre and aberrant practices. They Roll on "Subjects"

Roll on "Political Connection"

Roll on "Political Connection"

Roll on "Political Connection"

Subcharts

Name (d12)

d12 Result

1

Bostu

2

Daironestes

3

Evremsta

4

Foriophere

5

Granzarine

6

Horvia

7

Ibrakirre

8

Jontof

9

Kab

10

Loshe

11

Niphiner

12

Orphone

Title (d12)

d12 Result

1

the Necromancer

2

of Derik High

3

the Shapeshifter

4

of the Owl's Bridge

5

the Living

6

the Unmerciful

7

of the Far Sea

8

of the House of Roll on "Name"

9

the Bearer

10

of the Seven Potencies

11

the Golden

12

of the Three Visions

Sec Description (d6)

d6 Result

1

a place lonely, wild, and hard.

2

a place of fallen grandeur.

3

a place of luxury and occult pleasures.

4

a place hidden in untamed land.

5

a place of brooding severity and shadows.

6

a place of baroque extremity.

Wiz Description (d6)

d6 Result

1

a wizard of restless and fitful ambition

2

a wizard of sober and systematic thought

3

a wizard raging in defiance of all established order

4

a wizard of transcendent vision and ideality

5

a wizard of ancient house and perverse lineage

6

a wizard of wicked imagination and vast capacity

Wiz Abandoned (d12)

d12 Result

1

they have been trapped in one of their own experiments.

2

they have departed to another Resolve: {realm|world|mode of existence} to pursue their ambitions, perhaps never to return.

3

they have been stripped or robbed of all of their potent wizardries, leaving them unsafe in their own workspaces.

4

they have been seized, reft from their work, and bound into servitude by a power greater than they.

5

they have been driven from their senses, and now runs howling in the hills, unrecognized.

6

they have been murdered by the machinations of a rival wizard, who has not themself yet realized the fact.

7

they have renounced wizardry and now pursues earthly, vulgar pleasures in faraway lands.

8

they have renounced wizardry and now devotes themself to healing the unwell and expounding the path of virtue.

9

they have been trapped and held by a rival wizard, against whom they were themself incurring.

10

they have confronted a vast magical paradox and retired to an isolate zone to contemplate its resolution.

11

by magical mishap their soul has been reft from their body, perhaps irredeemably, and now their body only grunts and pursues base satiation.

12

they have rendered themself into a select of new identities, the better to achieve their ambitions, but they have abandoned their duties to the singular and pursue instead their own ends.

KnownFacts (d20)

d20 Result

1

{$name} had a notable companion, in whose company they were often seen.

2

{$name} entertained many guests, of unguessable nature.

3

{$name} withdrew into seclusion for years at a stretch.

4

Chance visitors to {$name}'s seclusium often returned changed.

5

Chance visitors to {$name}'s seclusium seldom returned.

6

{$name} flew about the sky by night and on unusual occasions.

7

{$name} visited towns and marketplaces, and purchased unusual items.

8

{$name} held the surrounding peoples in bondage, in thrall, or in terror.

9

{$name} was a great traveler, and could be seen coming and going.

10

{$name} possessed an enslaved monster, who would flawlessly obey their signals.

11

{$name} had kept their seclusium here for an improbable span, perhaps hundreds of years.

12

{$name} was possessed of impossible youth and beauty.

13

{$name} was drawn to society, even the humblest, and is personable to approach.

14

{$name} visited graveyards.

15

{$name} consorted or contended with creatures and spirits of the most vile sorts.

16

{$name} consorted occasionally with high kings and the lords of the Earth.

17

{$name} was pious, although of an obscure sect and order.

18

{$name} was prone to fits of malice and rage.

19

{$name} was exorbitant with their power, displaying it casually to reinforce their least pronouncement.

20

{$name} used to visit us in our sleep, robbing our dreams of their treasures.

Appear Sex (d5)

d5 Result

1

a Roll on "Appear Shape" man

2

a Roll on "Appear Shape" woman

3

Roll on "Appear Shape" and androgynous

4

Roll on "Appear Shape" and hermaphroditic

5

Roll on "Appear Shape" and Resolve: {inhuman|transcendent}

Appear Shape (d16)

d16 Result

1

tall

2

short

3

stocky

4

lanky

5

bony

6

fat

7

curvaceous

8

slender

9

slim

10

lean

11

paunchy

12

crooked

13

hunched

14

willowy

15

broken

16

long-legged

Appear Skin (d16)

d16 Result

1

black

2

blue-blush

3

brick

4

bronze

5

copper

6

creamy

7

freckled

8

golden

9

inhuman

10

mottled

11

olive

12

pale

13

rich brown

14

ruddy

15

smoky-brown

16

tawny

Appear Head (d12)

d12 Result

1

a shaved head

2

bushy hair

3

floor-length hair

4

wild hair

5

cropped hair

6

intricately braided hair

7

short-hacked hair

8

shoulder-length hair

9

a trim beard

10

a wild beard

11

a long beard

12

a braided beard

Appear Face (d15)

d15 Result

1

beak face

2

pretty face

3

childlike face

4

sunken face

5

flushed face

6

gorgeous face

7

broken face

8

pleasant face

9

plain face

10

ugly face

11

scarred face

12

regal face

13

long face

14

wrinkled face

15

beautiful face

Appear Eyes (d19)

d19 Result

1

sunken

2

striking

3

impossible

4

calm

5

cold

6

blazing

7

calculating

8

dull

9

blind

10

hooded

11

vivid

12

restless

13

piercing

14

bird's

15

lizard's

16

goat's

17

doe's

18

leopard's

19

snake's

Appear Clothes (d10)

d10 Result

1

comfortable clothing

2

imposing vestments

3

graveshrouds

4

stained finery

5

immaculate finery

6

exotic fashions

7

eccentric fashions

8

laborer's clothing

9

warrior's clothing

10

traditional clothing

Endeavors (d20)

d20 Result

1

to locate a heretofore unknown plasmally significant planet or domain

2

to create unflawed original life

3

to ascend to godhood, or to inconceivable mastery, which may be the same

4

to catalogue the histories of their past selves or past influences

5

to communicate through time and existances with a significant personage of another Resolve: {era|world|reality}

6

to discover the hidden name(s) and derivation the full variety of plasmids natural to their seclusium's environs

7

to catalogue by nature, proclivity and derivation the full variety of plasmids natural to their seclusium's environs

8

to derive the seven (or nine?) principles underlying the actions and manifestations of plasms in the material world

9

to learn the full contents of a single human mind

10

to transfer themself via portal to another planet or domain than this

11

to insert their mind into the braincase of another, either as spectator or usurper

12

to cohabit both themself and another entity, either here or, worse, in some other earthly place or, worse yet, in another domain

13

to divest themself of some unwanted element of identity, history, or psyche

14

to invest themself with magical forces of unfamiliar nature or power

15

to go among plasmids

16

to invest themself or a portion of themself into a magically receptive device or construct

17

to take on a form or identity significantly unlike themself

18

to anchor their life to a point stationary in existence, so that while it persists, they will live, whatever misfortunes befall them

19

to create a scion or secondary self in which to invest their powers, potentials, or legacy

20

to restore a lost species or specimen to life

Complete (d2)

d2 Result

1

completed

2

abandoned before completion

Location (d3)

d3 Result

1

on a single large island

2

on a network of islands connected by bridges

3

on a rocky promontory

Locale (d13)

d13 Result

1

in a placid cove

2

in the windswept sea

3

off a foggy coast

4

in a wide, slow-moving river

5

on a rugged mountainside

6

on a lonely mountain peak

7

on a hill overlooking the road

8

on a hill overlooking the town

9

deep in an ancient wood

10

on the verge of a trackless swamp

11

in the depth of a trackless swamp

12

surrounded by orchards and vineyards

13

on its own manorial grounds

Atmosphere (d50)

d50 Result

1

abrupt

2

airy

3

antique

4

baroque

5

barren

6

bright

7

cheery

8

classical

9

cold

10

crumbling

11

decrepit

12

eccentric

13

elegant

14

ethereal

15

fanciful

16

flooded

17

forbidding

18

foreboding

19

garish

20

gloomy

21

gracious

22

grand

23

harsh

24

homey

25

immaculate

26

isolated

27

jumbled

28

labyrinthine

29

looming

30

luxurious

31

organic

32

overgrown

33

palatial

34

pristine

35

ramshackle

36

rotting

37

rude

38

ruinous

39

severe

40

shadowy

41

sinister

42

spacious

43

spartan

44

stark

45

stately

46

sunken

47

warm

48

welcoming

49

whimsical

50

wild

Magical Footprint (d12)

d12 Result

1

The seclusium's built on a site of ancient cultic significance, known of old to be a place of dangerous power

2

The seclusium's built where profound entities habitually pass by, where the landscape has come to reflect their powerful natures

3

The seclusium's built where the crust of reality is thin, where the chaos underneath it roils near

4

The seclusium's built where the landscape aligns cryptically with the stars and planets, so that their natures resonate strongly here

5

The seclusium's built at the site of a prehistoric event of lasting resonance, whose echos reach us even now

6

The seclusium's built where an alien reality spills through into our own

7

The seclusium's built where the forces of magic that flow through the earth and sky coincidentally connect, eddying in powerful confluences

8

The seclusium's built upon the graves of many, many dead, where their memories and lost ambitions remain

9

The seclusium's built at a site sacred to the wizard's order, so that the wizard has inherited its secrets and treasures

10

The seclusium's built over the site of an ancient curse, now restless in its sleep

11

The seclusium's built in a place of magical serenity, where the wizard will be free to pursue their own arts untroubled and unintruded upon by other magics

12

The seclusium itself is the source of magic here, shining out like a beacon to the insightful

On Grounds (d20)

d20 Result

1

an unusual tree

2

an iron post, much scarred

3

a place where unfelt winds converge

4

a crystal spike, upjutting

5

an antique altar-bed

6

a polished marble fountain

7

a Resolve: {tree|frame} hung with hundreds of Resolve: {ribbons|feathers|paper scrolls|chains|bones}

8

a trench cut in the earth where the seep is thick and red like blood

9

a fairy ring of tiny mushrooms

10

a natural cave in whose belly is a chamber of crystal

11

the ruins of an antique temple to obscure divinities

12

the hunting grounds of an impossible creature, not tangible in this world

13

a Resolve: {standing stone|group of standing stones}

14

a circle in the ground paved with jasper

15

a basin of pure water

16

a vent in the earth where stinking gasses rise

17

an enormous brass bell or gong that upon occasion rings itself

18

the capping-stone of an ancient tomb

19

a place in the air where, on some nights, blue fire plays

20

a spring of murky water, over which watches the ruined figure of some idol

Living Spaces (d8)

d8 Result

1

are spacious and well-appointed

2

are tiny and cramped

3

are spartan and bare

4

are spare and meager

5

are plain and functional

6

are luxurious and extensive

7

are a complicated warren

8

are isolated, set at a remove

Architecture (d8)

d8 Result

1

a squat central tower

2

a tall central tower

3

a high-peaked hall

4

a powerful stone keep

5

a crumbling keep

6

a villa of three wings

7

a spacious manor house

8

a hunting lodge, hulking, with four hearths

Additional (d20)

d20 Result

1

low-walled gardens

2

a patio of 22 columns

3

a ramble-path, shifting slowly like a river in its changing bed

4

a sunken amphitheater

5

ancient marble ruins built over with more flimsy structures of wood and plaster

6

secret rooms

7

a grand staircase from terrace to terrace

8

rustic cottages

9

an outdoor hearth

10

a courtyard and encircling niches

11

a high-vaulted chapel

12

a marble well-house shrine

13

a Resolve: {forge|furnace|bank of kilns}

14

long, low buildings

15

a high outer wall

16

a stone gatehouse and watchtowers

17

tidy, sturdy, practical little buildings

18

a garden of statuary

19

stables, kennels, coops, and cages

20

underground cellars, crypts, tunnels, dungeons, chambers, and cells

Construction (d20)

d20 Result

1

baked bricks

2

bare earth

3

blue marble

4

chipped tile

5

cobblestone

6

cool tile

7

crumbling plaster

8

fine-dressed stone

9

granite

10

hewn timbers

11

jumbled stone

12

mosaic tile

13

mud daub

14

polished wood

15

rosy marble

16

rough stone

17

rustic wood

18

sand

19

white marble

20

mossy marble

Con Appearance (d20)

d20 Result

1

Roll on "Construction" of natural colors

2

Roll on "Construction" of bleached colors

3

Roll on "Construction" of bold colors

4

Roll on "Construction" of garish colors

5

Roll on "Construction" of heavy colors

6

Roll on "Construction" of light colors

7

Roll on "Construction" of muted colors

8

Roll on "Construction" of muted colors

9

brightly polished Roll on "Construction"

10

cracked Roll on "Construction"

11

dripping Roll on "Construction"

12

dusty Roll on "Construction"

13

filthy Roll on "Construction"

14

moldy Roll on "Construction"

15

mossy Roll on "Construction"

16

parched Roll on "Construction"

17

scarred Roll on "Construction"

18

slimy Roll on "Construction"

19

stained Roll on "Construction"

20

weatherbeaten Roll on "Construction"

Furnishings (d12)

d12 Result

1

blowing curtains

2

crude furniture

3

fur pelt rugs

4

hanging tapestries

5

hide hangings

6

imposing furniture

7

lush carpets

8

plain rugs

9

practical furniture

10

spartan furniture

11

sumptuous furniture

12

woven reed mats

Windows (d8)

d8 Result

1

deepset

2

grilled

3

hacked holes for

4

high narrow

5

iron-bound

6

stained glass

7

tight-shuttered

8

wide

Doors (d6)

d6 Result

1

hide-hung

2

iron-bound

3

low narrow

4

pierced lattice

5

polished wooden

6

thick oak

Features (d20)

d20 Result

1

broad stairs

2

crooked passageways

3

crypts

4

dead ends and switchbacks

5

deep cellars

6

garrets

7

gracious promenades

8

hidden rooms

9

low cellars

10

murder holes

11

narrow walkways

12

overlooks

13

secret doors

14

spacious chambers

15

spyholes

16

sumptuous chambers

17

twisting stairs

18

vast halls

19

vaults

20

vertiginous climbs

Magical Boundaries (d20)

d20 Result

1

an area within the seclusium where magic is excitable and mercurial, difficult to control

2

an area within the seclusium where magic is leaden and inert, difficult to stir

3

an area within the seclusium where time and memory become slippery as fish

4

an area within the seclusium that heightens human sensation and emotion

5

an area within the seclusium that draws magic to itself

6

an area within the seclusium of radiating imposition

7

an area within the seclusium where distant or subtle voices can be heard

8

an area within the seclusium where perception shudders and refuses to alight

9

a boundary within the seclusium that the inhabitants do not casually cross

10

a boundary within the seclusium that impairs the attention of those gazing across it

11

a boundary within the seclusium that one must pay to cross

12

a boundary within the seclusium that aligns with a boundary in the night sky

13

a boundary within the seclusium across which spells cannot be cast

14

a boundary within the seclusium that resonantly divides THEM and THERE from US and HERE

15

an area somewhere on the border of the seclusium, resentful and fractious, t hat the seclusium's aura has never managed to suffuse

16

a zone outside the border of the seclusium where compasses fail and people lose all sense of direction and distance

17

a zone outside the border of the seclusium where tireless eyes always watch

18

a pathway across the border of the seclusium that is the only certain way in

19

a zone just within the border of the seclusium where every footfall rings a subtle chime

20

a zone outside the border of the seclusium where monsters have leave to prowl

Magical Items (d20)

d20 Result

1

an unusual doorway that opens on Resolve: {empty air|blank stone}

2

a frame of glass chimes

3

a prism of crystal in which a strange mist dwells

4

a passageway caustic and unnerving to those who pass through it

5

a gigantic book, creaking and groaning with wisdom

6

a capelet of three silks

7

a polished silver bowl on a tricorn pedestal

8

a tin tube, three feet long and narrowing at one end

9

a small figure in cast gold, depicting three grotesques in erotic sport

10

a pair of satin gloves, fringed at the cuff with tiny bells

11

a small furnace, undeniably attentive

12

a silver ring engraved with serpentine images

13

an antique sword, chipped and scarred

14

three glass mirrors, angled toward one another in a tryptic

15

a blindfold, made of velvet and densely embroidered

16

a grotesque little construction of ragged feathers and bones, lashed with tendon

17

a set of iron shoes, bolted in place to the ground

18

an intricate music box depicting singing birds and cavorting nymphs

19

a crescent-shaped mirror of silvered glass, set with opals

20

a stoneware mug with a lip of gold

Remaining People (d20)

d20 Result

1

a crew of Resolve: {laborers|craftsmen|servants}

2

a body of Resolve: {slaves|prisoners}

3

a small company of guards

4

the wizard's personal body-servant

5

the Resolve: {mistress|master} of lands and accounts

6

the warden of rooms

7

the captain of the guard

8

the utmost librarian

9

the boss of labor and gangs

10

the keeper of pantry and buttery

11

the chief linener

12

the head cook

13

the keeper of stables and arms

14

the Resolve: {mistress|minister} of hospite

15

the Resolve: {mistress|master} of furnacy

16

the overseer of craft

17

the keeper and educator of chattel

18

the chapelaine

19

the doctor of physic, medicine, and surgery

20

the Resolve: {secretary|junior secretary|assistant|junior assistant}

Remaining Guests (d12)

d12 Result

1

a messenger of the local Resolve: {king|prince|mayor|bishop}

2

aResolve: { servant| messenger| proxy|n agent} of another wizard

3

a lesser wizard, laid low by misfortune

4

the child-heir of an overthrown former ruling house

5

an aged queen driven from her rule

6

a powerful and destructive plasmic creature summoned by a wizard not equal to the task

7

the ghost of an ancient champion, embodied temporarily in the body of a Resolve: {boy|girl}

8

a person fleeing the king's justice

9

the daughter of the local Resolve: {king|prince|mayor|bishop}, brought into the seclusium for fosterage

10

a creature rescued from the local clans, who had faced execution for violating their most fundamental norms

11

Resolve: {subjects|victims} of the wizard's earlier endeavors

12

the wizard's Resolve: {apprentice|student}

Political Connection (d12)

d12 Result

1

The seclusium falls within the political boundary of a powerful city, ruled by a prince and his council of mayors. Their intent is Roll on "Political Intent". Roll on "Mundane Agents"

2

The seclusium is within walking distance of a prosperous market on a crossroads. The merchants' intent is Roll on "Political Intent"Roll on "Mundane Agents"

3

The seclusium is within eyesight of a monastery and its attendant lay village. Their intent is Roll on "Political Intent". Roll on "Mundane Agents"

4

The seclusium is in the traditional seasonal grounds of an ancient tribe of pagan nomads. Their intent is Roll on "Political Intent"Roll on "Mundane Agents"

5

The seclusium falls in a region contested by two local rulers, a powerful duke on one side and an ambitious city prince on the other. The Resolve: {duke's|prince's} intent is Roll on "Political Intent". Roll on "Mundane Agents"

6

The seclusium is in a region dominated by a particularly stringent faith. Their intent is Roll on "Political Intent"Roll on "Mundane Agents"

7

The seclusium has an influential relationship with another wizard and their seclusium. Their intent is Roll on "Political Intent". Resolve: {Roll on "Mundane Agents"|Roll on "Magical Agents"}

8

The seclusium has the Resolve: {favorable|unfavorable} attention of a powerful plasmic entity, perhaps a god. Their intent is Roll on "Political Intent"Roll on "Magical Agents"

9

The seclusium falls technically within the domain of a minor queen, who considers it under her rule. She and her servants' intent is Roll on "Political Intent". Roll on "Mundane Agents"

10

The seclusium is in a pious and superstitious region, whose inhabitants regard it with both righteous disdain and envy. The locals' intent is Roll on "Political Intent"Roll on "Mundane Agents"

11

The seclusium, while at a distant remove from all civilization, is in the path of refugees fleeing Resolve: {disaster|violence} in their homeland. Their intent is Roll on "Political Intent". Roll on "Mundane Agents"

12

The seclusium falls, perhaps by coincidence, in a place of miracles sacred to some particular Resolve: {saint|god|cult}, and is a destination for pilgrims. Their intent is Roll on "Political Intent"Roll on "Mundane Agents"

Political Intent (d12)

d12 Result

1

to discredit the wizard's work or practices

2

to seize the seclusium itself

3

to seize only one particular significant item from the seclusium

4

to gut the seclusium of its things of value

5

to ascertain revenge upon the wizard

6

to restore the wizard to position (especially now in their debt)

7

to protect themselves from the wizard

8

to protect themselves from the wizard's fate

9

to preserve the wizard's work

10

to preserve the seclusium's position, with or without the wizard

11

to isolate the wizard and his work, denying it influence or effect

12

to win the wizard over to their side

Mundane Agents (d12)

d12 Result

1

One of the wizard's most trusted Resolve: {attendants|companions} is their secret spy and agent.

2

Their agent was captured and is Resolve: {chained in the seclusium's dungeons|locked in one of the seclusium's garrets}.

3

They can eavesdrop magically on certain people in the seclusium's employ without their knowledge.

4

They have a spy at large in the seclusium's vicinity, hiding in the countryside and watching it through a glass.

5

They have a spy and agent hiding within the seclusium itself, managing so far to evade attention.

6

They have armed the local Resolve: {clans|tribes|peasants|bandits} and agitate them against the seclusium.

7

Their agent has promised liberation to the seclusium's slaves or prisoners if they only rise up and strike the first blow.

8

The bulk of the seclusium's population are their legitimate subjects.

9

One of the wizard's most accomplished Resolve: {companions|overseers} is their open follower, and their ultimate loyalty may be divided.

10

They regularly send messengers to visit the seclusium.

11

The people of the seclusium's vicinity are their legitimate subjects.

12

The wizard maintains their emissary as a guest of the seclusium.

Magical Agents (d12)

d12 Result

1

They have a small magical aperture hidden inside the seclusium somewhere, through which they can send malicious entities.

2

They can send small half-invisible plasmids to the seclusium, and watch through their eyes.

3

They have a portal through which it routinely communicates with the wizard.

4

They command a powerful plasmic entity and can, under some circumstances and at some cost, visit it upon the seclusium.

5

They can summon the wizard to appear by magical proxy before them.

6

They can, by an exertion of will or ceremony, distort or disrupt the flow of magic into the seclusium.

7

The wizard maintains a magical proxy or subsidiary self of them as a guest of the seclusium.

8

They hold, by right of virtues, the authority to curse or damn the seclusium and its people.

9

They can visit certain regions of the seclusium by projection, at will.

10

They have discovered flaws in the seclusium's magical boundaries through which they can inject tendrils, manifestations, or spells.

11

They can manipulate, command, or control the seclusium's incidental plasmic inhabitants.

12

They can be invited into the seclusium by any person there who freely and willingly does so.

Subjects (d12)

d12 Result

1

are required to invested their wages into the increase of the seclusium, from which they are paid their stipend, and which they will recover with generous interest upon the occasion of their retirement.

2

have each been drilled through the skull with a polished copper tube. They keep these carefully corked but decline to discuss the matter with outsiders.

3

have each been blinded, and execute their duties perfectly by rote.

4

are required to adhere to a burdensome particular discipline of behavior. They Resolve: {may not speak aloud|must stifle all erotic impulse|must daily enact strenuous religious rites|must conform themselves rigorously to the wizard's standards for ideal appearance|must abase themselves most utterly before any person of note|must readily accede to any order or request, however repugnant or outlandish|must bare children often and surrender them to the wizard's needs}.

5

have been reft of individual identity. Instead, they all answer to a single name, "Armonter," in unity of action and experience, and while they admit they do find themselves peculiarly multiple, they maintain their utmost singularity.

6

may not address themselves to any but their direct and immediate superiors and subordinates.

7

have each been infested with a particular parasitic organism, whose growth would be both tortuous and terminal if not held in check by the wizard's administered doses.

8

have been rendered forgetful of all but their duties and routines, so that one day's unusual events are forgotten by the next day.

9

have been given their own language, and had all others removed from their understanding, so that they are incomprehensible to outsiders and outsiders to them. Only a few individuals can translate between them.

10

have each been given over to possession by plasmids bound and subservient to the wizard.

11

have been plasmically bound to the seclusium's physical structure, its walls and hallways and grounds, and can never leave it.

12

receive a sensible wage, labor under clear and humane conditions, with full and appropriate recourse if they are wronged by any act of the wizard or his guests.


Citation
The Seclusium or Orphone of the Three Visions