Yes to all of these + 10.
And if any of these require me to lighten my rather full coffers all the better.
It wasn't an especially long quest (relatively) and it didn't require too much player input but I enjoyed the Wizard Stronghold quest in Baldur's Gate II. The Wizard police let you keep it and dump a bunch of apprentices on you whose training you are to oversee. It mainly involves you setting them various crafting tasks of various levels of risk. When graduation eventually rolls round you may have all your mages go into the world, or only one or two. Or you might have none (it was possible, depending on how hard you pushed them, to have had them all die in magical experiments - always made me a bit sad to return from questing to learn one had blown themselves up trying to forge a magical ring or something).
Fun times.
And if any of these require me to lighten my rather full coffers all the better.
It wasn't an especially long quest (relatively) and it didn't require too much player input but I enjoyed the Wizard Stronghold quest in Baldur's Gate II. The Wizard police let you keep it and dump a bunch of apprentices on you whose training you are to oversee. It mainly involves you setting them various crafting tasks of various levels of risk. When graduation eventually rolls round you may have all your mages go into the world, or only one or two. Or you might have none (it was possible, depending on how hard you pushed them, to have had them all die in magical experiments - always made me a bit sad to return from questing to learn one had blown themselves up trying to forge a magical ring or something).
Fun times.
It'd be great to actually set up a separate sub-school for each magic skill. There could be a bunch of mages dedicated to Alteration, a bunch dedicated to Destruction and so on.
And as Guildmaster it should be possible to have substantially more companions at one time, as long as they're all from the same guild. In the same way that you can do missions...
Spoiler
...with the Blades.