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🔸🎃🔸 Mage Story Prompt 1:

Whether they’re a registered member of the Order or a cautious traveler under the radar, your mage is scooting around the countryside between Namarast and Mead. Eventually, the clustered villages give way to vast amounts of wooded wilderness, and the dirt road your mage is taking becomes quite narrow.

The sun begins to go down on your mage’s travels. The creatures of the night begin to rustle the leaves around them. Owls hoot, branches shudder. With no one else on the road, these noises become your mage’s company. Suddenly, your mage hears a loud crack underfoot -- they’ve stepped on a strangely-placed pile of sticks.

When they turn around, they notice two more piles of sticks, both of which have begun to animate before them into threatening forms, the living scarecrows of the night, a childhood campfire story made manifest. The Night of the Blight Wights has come, and you are attacked.

What does your character do?

  1. Fight the wights! You can take them. Click here for the next prompt.
  2. Looking to flee, you see the only shelter around, a shack in the woods marked by a forgotten trail. You run to the shack to escape the wights. Click here for the next prompt.

Prompt responses must be worth at least 1 gold (i.e. at least 100 words or at least an uncolored headshot).  Make sure to tag the event profile in your submission!
Upload your response like any other art or literature submission and claim your gold; collect double your total count for prompt responses.

🔸🎃🔸 Mage Story Prompt 2A:

Your mage attacks the wights, either with their magic or their body. At the brutality of a mage, the homunculi crumble, and your mage is able to flee the scene. However, the ruckus attracts more and more Wights, and as they outnumber your mage, it becomes imperative to take shelter. Seeing the trail and the shack, they make their escape.

Once inside, your mage slams the door behind them, a pile of Wights clambering audibly outside of it, wooden claws scraping to catch their prey. Several Wights appear in the windows, cracking at the glass, reaching their arms inside. As your mage looks around for any way out of this peril, they see few objects in this rotten old house, but two stand out in their mind, as if grasping their attention from within:
One is a book titled Green Magicks for the Agricultural Mage. Inside, you find a dog-eared page that leads to a spell called Helping Hands. It details how a mage with innate green abilities might create magical helpers to work the fields. The illustration is of a happy mage with smiling, pumpkin-headed farmhands whose bodies are made of sticks. The spell is written colloquially, unlike anything the Order would hand out. Handwriting on the inside cover reads, “Property of Morgause Irving.”

One is a rustic but elaborate shrine, dusty and unused for centuries. A sickle lies in a harmless position, tucked behind sheaves of wheat that might turn to dust if touched. A wicker figure lies beside them.

What object does your character reach for?

  1. The spell book. The Wights are clearly the work of a harmless mage, and speaking the old words of creation to them may relieve them of their corruption. Click here for the next prompt.
  2. The sickle. Whatever the origins of these monsters, they are here to kill you, and you will respond in kind, shrine or no shrine. Click here for the next prompt.

Prompt responses must be worth at least 1 gold (i.e. at least 100 words or at least an uncolored headshot).  Make sure to tag the event profile in your submission!
Upload your response like any other art or literature submission and claim your gold; collect double your total count for prompt responses.

🔸🎃🔸 Mage Story Prompt 3: The Spell Book

Your mage utters the words from the book, which are written in an old Ivratian dialect, casting the Helping Hands spell against the Wights. As they do, the Wights change expression, becoming docile like the illustration in the book. They back away from the door, and your mage is free to leave. It’s almost as if the wights' corruption has left them...

Your mage earned -1 Cost. If you have 0 Cost already, you may instead claim +1 Corruption.
To claim this reward, simply link to your final Blight Wight prompt response in the target character's Log.


Prompt responses must be worth at least 1 gold (i.e. at least 100 words or at least an uncolored headshot).  Make sure to tag the event profile in your submission!
Upload your response like any other art or literature submission and claim your gold; collect double your total count for prompt responses.

🔸🎃🔸 Mage Story Prompt 3: The Sickle

Your mage takes the sickle and hacks away at the Wights, using the formerly righteous blade and their magic to destroy their stick bodies. The sickle feels light and correct in your mage’s grasp. Your mage succeeds in fighting their way through, but as they leave, holding the sickle causes them to feel a sharp headache, and they’re forced to drop it.

Your mage earned +1 Corruption.
To claim this reward, simply link to your final Blight Wight prompt response in the target character's Log.


Prompt responses must be worth at least 1 gold (i.e. at least 100 words or at least an uncolored headshot).  Make sure to tag the event profile in your submission!
Upload your response like any other art or literature submission and claim your gold; collect double your total count for prompt responses.

🔸🎃🔸 Mage Story Prompt 2B:

Your mage escapes the Wights, and when they enter the shack, all is quiet. Serene, even. They have time to take a good look at the place -- it hasn’t been touched in maybe a hundred years, but it was once loved. Dried herbs still hang brittle over a basin, and a well-crafted, old-style shrine to Grace sits in the corner.

As they look around and wait out the Wights, your mage receives an eerie message in their mind. When they turn around, an old cervine woman is sitting at the parlor table. She wears a brown cloak, her antlers are worn, and between the creases of her face are markings that resemble thorns. The room suddenly smells of burning wood.

She speaks to your mage in a sweet voice: “Do you know where you are?”

Your mage’s words are their own, but their response is essentially:

  1. Namarast, the seat of the Order. Click here for the next prompt.
  2. Your house. The house of the Brown Hag. Click here for the next prompt.

Prompt responses must be worth at least 1 gold (i.e. at least 100 words or at least an uncolored headshot).  Make sure to tag the event profile in your submission!
Upload your response like any other art or literature submission and claim your gold; collect double your total count for prompt responses.

🔸🎃🔸 Mage Story Prompt 3: Namarast

(cw: fire/immolation)
The woman’s face contorts outward with rage at your answer, growing taut, until she becomes both young and hideous. “THEY WON’T GET AWAY WITH WHAT THEY DID TO ME,” she roars, and the heat of her anger manifests in reality, setting her entire body ablaze as her scream of rage becomes one of pain. As she is engulfed in flame, the entire house is set on fire; your mage uses their magic to escape, and can flee without pursuit by Wights.

Your mage earned +1 Discipline.
To claim this reward, simply link to your final Blight Wight prompt response in the target character's Log.


Prompt responses must be worth at least 1 gold (i.e. at least 100 words or at least an uncolored headshot).  Make sure to tag the event profile in your submission!
Upload your response like any other art or literature submission and claim your gold; collect double your total count for prompt responses.

🔸🎃🔸 Mage Story Prompt 3: The house of the Brown Hag

he old woman smiles at you and steps forward, placing her forehead against your mage’s. They stand without fear, feeling an overwhelming but not unpleasant warmth course through their body. “Don’t let them take what is yours,” she says, and when you finally open your eyes, she has vanished into thin air. The Wights have disappeared, and you’re free to investigate the house. You notice that there is an inscription above the door: “MORGAUSE IRVING, THE BROWN WITCH OF NAMARAST, HEALER OF YOUNG WOMEN & FRIEND TO THE POWERLESS.” You leave unmolested, and encounter no further Wights on your journey.

Your mage earned +1 Power.
To claim this reward, simply link to your final Blight Wight prompt response in the target character's Log.


Prompt responses must be worth at least 1 gold (i.e. at least 100 words or at least an uncolored headshot).  Make sure to tag the event profile in your submission!
Upload your response like any other art or literature submission and claim your gold; collect double your total count for prompt responses.