I'm a big fan of wizards-as-programmers, but I think it's so much better when you lean into programming tropes.
A spell the wizard uses to light the group's campfire has an error somewhere in its depths, and sometimes it doesn't work at all. The wizard spends a lot of his time trying to track down the exact conditions that cause the failure.
The wizard is attempting to create a new spell that marries two older spells together, but while they were both written within the context of Zephyrus the Starweaver's foundational work, they each used a slightly different version, and untangling the collisions make a short project take months of work.
The wizard has grown too comfortable reusing old spells, and in particular, his teleportation spell keeps finding its components rearranged and remixed, its parts copied into a dozen different places in the spellbook. This is overall not actually a problem per se, but the party's rogue grows a bit concerned when the wizard's "drying spell" seems to just be a special case of teleportation where you teleport five feet to the left and leave the wetness behind.
A wizard is constantly fiddling with his spells, making minor tweaks and changes, getting them easier to cast, with better effects, adding bells and whistles. The "shelter for the night" spell includes a tea kettle that brings itself to a boil at dawn, which the wizard is inordinately pleased with. He reports on efficiency improvements to the indifference of anyone listening.
A different wizard immediately forgets all details of his spells after he's written them. He could not begin to tell you how any of it works, at least not without sitting down for a few hours or days to figure out how he set things up. The point is that it works, and once it does, the wizard can safely stop thinking about it.
Wizards enjoy each other's company, but you must be circumspect about spellwork. Having another wizard look through your spellbook makes you aware of every minor flaw, and you might not be able to answer questions about why a spell was written in a certain way, if you remember at all.
Wizards all have their own preferences as far as which scripts they write in, the formatting of their spellbook, its dimensions and material quality, and of course which famous wizards they've taken the most foundational knowledge from. The enlightened view is that all approaches have their strengths and weaknesses, but this has never stopped anyone from getting into a protracted argument.
Sometimes a wizard will sit down with an ancient tome attempting to find answers to a complicated problem, and finally find someone from across time who was trying to do the same thing, only for the final note to be "nevermind, fixed it".
Summary: What happens when the survivors of the zombie apocalypse consist of mainly children? Well, they turn it into a game and adapt of course.
Genres: Post-apocalyptic, fantasy, etc.
-Captain Ellora Gladstone from 'An Unfortunate Series Of Quests'.
In honor of @bitchqueen1114 's birthday, here is a post.
Edits:
The Deadly Game of Life (Year 1) Cover:
Summary: the cover for the zombie book I'm trying to write (and have been since middle school).
The Deadly Game of Life (Year 1)(Characters);
Summary: Character edits for the zombie book I'm trying to write (and have been since middle school).
Forsaken Falls Base (The Deadly Game of Life: Year 1):
Summary: the base of the characters in my zombie book.
The Deadly Game of Life (Year 1) Character Moodboards:
Summary: moodboards for the characters in my book.
Triggs Family Tree:
Summary: a family tree I made using family echo for my characters.
Art:
Camp:
Summary: a drawing of the Forsaken Falls Camp/Kingdom in year one based loosely on the edit I already made.
Kingdom Territories:
Summary: a map I drew of the kingdom territories and alignments.
Incorrect quotes/quotes:
Quotes From My Characters (Part 4):
Summary: Erica Triggs Quote.
Fan Stuff:
Birthday gift:
Summary: My friend, @ouatnextgen made a moodboard for this story as well as others of mine. So here.
Okay but I’m all about faeries? Faeries with otherwise human features but intimidating yellow goat eyes. Faeries with unnaturally long fingers and nails and long sharp teeth. Faeries who’s bodies constantly shift and change. Faeries like poison dart frogs, small and brightly colored, and highly toxic. Faeries with a fondness for collecting unsavory things, like rusty scissors, fish hooks, and syringe needles. Faeries with long, prehensile tongues.
-Big bad towards Johanna Everstone.
As chair of the wizard- [PARRIES A SPELL] As chair of the wizard counc- [PARRIES A DIFFERENT SPELL] As chair of the wizard council, I- [PARRIES A DIFFERENT SPELL] As chair of the wizard council I think staffs should be illegal during these meetings.
Why is it that every werewolf book is this weird testosterone fueled alpha male/female romance thing?
Like guys. Werewolves are family groups. They are basically big ol’ dog families. Your werewolf family wouldn’t be made up of alpha males fighting each other for dominance and subjugating females.
If there was a werewolf in your neighborhood, they’d be that family of 10 kids always roughhousing outside and their house is the one all the neighborhood kids go to hang out at because Mr. Werewolf and Mrs. Werewolf are the Cool Parents that their kids find really embarrassing.
A “THE END IS HERE” sign hangs around the neck of a zombie that limps through the view of the scope on their rifle.
I was worldbuilding two bog standard fantasy species, wise old tree dudes and impulsive little rat guys, when I realized it was far funnier if they had each other's personalities.
The rat guys think fast and talk fast, but they're incredibly conservative and like to cover all the angles before they take any action. This comes with being a prey species: their ancestral environment had lots of clever traps and devious hazards, so you get rat councils wisely working the problem.
The tree dudes speak and move slowly, but they will propose and then do the most insane things you can imagine. They can slot together a rocket in an afternoon and will then use it without so much as a test fire first. They test new potions by quaffing them down, sometimes not even waiting for it to cool (though they're tree dudes, so I guess quaffing a potion just means pouring it over their root legs). This comes from the ancestral selection process too: the tree dudes that won were the ones that took big risks, that grew faster, stronger, and tried new things without worrying about consequences. The tree dudes evolved in an era when they had no natural predators and their only competition was each other.
And this is, of course, initially confusing for any human who makes contact with them. If a giant bearded tree nods at you solemnly and tells you to go through a portal, your first thought is not that he's curious about what will happen to spacetime. And if a hyperactive little rat guy tells you with some urgency that you must accompany him into a ruined city, you won't immediately think that this is step 11 of his branching 27 step plan.
Just an inspiring author posting summaries, concepts, and plot galore!
71 posts