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In his youth, Opernus Prentigold was one of the mightiest wizards in the Sambian Empire...
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Introduction

Chandagnac

Broken Robot
Location
Nowhere
Introduction
In his youth, Opernus Prentigold was one of the mightiest wizards in the Sambian Empire, a hero of numerous wars against barbarian tribes, renowned for his awesome and terrifying magic powers. Even now, though his body has been ravaged by fire and old age, he remains an imposing figure. Standing before you, he is a spry, wiry old man, dressed in austere, plain black robes, whose only concession to the increasing curvature of his spine is to stoop but a little; it's clear from his proud bearing that he'd stand ramrod straight if he could. For the past thirty years, he has been the headmaster of the Tyrepheum Academy of the Magical Arts (and its affiliated College), ever since the mysterious disappearance of his predecessor, Galadan the Mystic. With his wizened face set in an expression of disapproval, he glances around the auditorium at this year's smattering of new students, of which you happen to be one. Whatever he sees evidently doesn't impress.

The earliest one can be admitted to the mages' school is at the age of eleven, but there are a handful of older pupils whose magical talents weren't discovered until relatively late, whose parents wanted to keep them at home for as long as possible before relinquishing them, or who had to wait an extra year to save up enough money to pay the school fees. Altogether, spread thinly across the three rows closest to the stage, forty new students have joined the school this year. Whether that's a good number, enough to meet the ever-growing demand for more battle mages, enchanters, and weather wardens you have no idea. It doesn't seem very many.

When Prentigold speaks, his voice is clear and cold, with a harsh edge of exasperation. 'Legend says that magic was a gift from the elder gods: they passed on their unwanted tools to us mere mortals. Or perhaps Telthalus the Trickster planted a seed of divine power within each of us, so that one day we might amuse him with our silly fumblings. Either way, the temples tell us that we should be grateful for this gift: we should be meek, humble, and endlessly praise the gods for whatever crumbs they see fit to drop from their table.'

He laughs. It is a plainly artificial laugh, signifying contempt. Some of the new pupils, eager to please, try to laugh with him, but he glares them into silence. 'I say we owe nothing to the gods,' he says, after a brief pause. 'All that I have accomplished, I achieved by my own hand, by dint of painstaking effort and strength of will. When I have triumphed, it has been as a result of my hard work, courage, and stubbornness. What I have wrought is mine, no one else's, and I shall defend it against all comers!' With his face twisted in a wrathful snarl, he bellows the last few words of this declaration. Then, subsiding, he takes a deep breath. 'There are a great many wizards who have similar beliefs. Magic is just a tool we have learned to use, through millennia of study, practice, and experimentation. With it, a man can warp reality, reshape the world around him, tame the laws of nature and bring them to heel. That's what you're here to learn.' He makes a sweeping gesture with one hand. 'Like this.'

All around him, the stage changes: it becomes a miniature version of the city of Tyrepheum. As far as you can tell, it is perfect in every detail: there are houses, shops, temples to various gods; bridges, docks, the river running through; high walls and guard towers; the mansions of the nobility; masses of tiny people hurrying through the cobbled streets; and so much more. Even if you had hours to examine it, you think there'd still be more to discover. But you don't have nearly that long. After only a few minutes, Prentigold winces, rolls his shoulders, and closes his eyes, briefly. The illusory city vanishes as abruptly as it appeared.

Wearily, Prentigold continues his speech: 'For as long as my concentration lasts, my illusions might as well be real. In a way, they are real, for as long as the spell persists. But as soon as I look away, they're gone. To make a spell last longer than a few seconds, you need a ritual. When the Elder Gods built this world, they based it on rituals: spring, summer, autumn, winter; day and night; the endless cycles of nature. While you live, your body's natural rituals keep you alive: the drumming of your heartbeat; the rhythms of your breathing; the constant need to eat, digest, and excrete. And so on.' He laughs again, unpleasantly. 'Everything is ritual. This entire world and everything in it. You can do some very impressive things with rituals, if you know how. For instance, the Golden Men of Chamdara banished death from their lands and made themselves immortal with a ritual that lasted for thousands of years...'

He pauses, letting his voice trail off into silence. Then, smiling thinly, he says, 'But all things must end, eventually. Anything that disrupts the ritual – even for a moment – will break the spell, so be careful of that. At this school, we'll teach you how to set up rituals as well and reliably as possible, but… alas, entropy will have its say.' Another deep breath. 'Still, a wizard must be versatile. On the other end of the scale, if you don't want spells that last a long time, if you only need them to last a few moments – just a spurt and a splatter – you'll learn that here as well. A truly skilled wizard can strip a ritual down to the basics, reduce it to a few words and concepts held in the mind, casting spells with barely a thought. That level of skill is something you should all aspire to.

'You are all here because, on some level, you deserve to be. You have a spark of potential which, here at this school, we will fan into a flame. If you're willing to work hard, spend time studying, and are determined to succeed. You could be great, you could be mighty, you could become a legend that will ring out through the ages. Or you could die. You could be erased from existence. This place has a tendency to weed out the weaklings.' Prentigold glowers at the pupils sitting in front of him. They're hanging on to his every word, slack-jawed and awestruck. Maybe by his sheer presence, or else they're just overwhelmed by everything he's said so far, struggling to take it all in. What he has said hardly seems age-appropriate for a room full of mostly eleven-year-olds. Evidently, he has high expectations of his pupils; he demands adult-level intelligence and maturity from all of them, no matter how old they are. 'Yes… think of this school as a hungry monster: it consumes the careless, feeds upon the foolish, and ingurgitates the incompetent,' he says with a sneer. 'Beware.'

For a moment, he turns away. Then, he gives a start, glances around the room again, and says, 'Oh, and… welcome to the academy. I hope your time here will be most useful.' Another thin smile. 'At this point, I believe it is customary to wish you good luck. I won't do that. You will fail or succeed on your own merits. Instead, I wish you fair reward for your efforts, fair punishment for your sins: justice, in other words. May you get everything you deserve.' The way he says it, it sounds like a curse.

Finally, he leaves the room. No one moves for several minutes after he's gone, just in case he comes back.
 
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Character Creation #1
"Congratulations! You have been accepted into the prestigious Tyrepheum Academy of the Magical Arts. I'm sure you're eager to begin, but would you mind answering a few questions, first? For our records, you understand."

Are you a boy? Or are you a girl?

[] "I'm a boy."
[] "I'm a girl."

"The school is exclusive to those with Sambian blood. But don't worry: it doesn't exclude half-breeds."

Are you a Sambian pureblood? Or are you a half-breed?

[] "I'm a Sambian pureblood."
[] "I have elven blood."
[] "I have goblin blood."
[] "I have Kaflor blood."
[] "I have Wranni blood."

"Sambians are, of course, the dominant people of the Sambian Empire."

"Elves are immortal, soulless automatons. Some of them were created by the elder gods, thousands of years ago. Others were more recently created by malevolent fey spirits who kidnapped human children and twisted them into mindless slaves. For any human to have elven blood is unusual and probably indicates that there was something extraordinary about the circumstances of your birth."

"Goblins are the children of Zora-Alishanda the dream goddess. With their peculiar skin colours, misshapen bodies and elongated limbs, they exist as her unfunny parody of human beings, a joke that's gone on for much too long. In Tyrepheum, they are a despised minority. For any Sambian to have goblin blood is almost unthinkable. Still, it happens. Occasionally."

"The Kaflors have long been vassals of the Sambian Empire. In recent years, their homeland has been the site of ongoing conflict between the Sambians and the Rhuzadi Khaganate. Blasted by magical storms, scoured by clouds of poisonous gas, and riven by hastily conjured earthworks, it is a land that hardly seems fit for human habitation anymore. Many of the Kaflors have fled north, to places such as Tyrepheum, where refugees are treated with suspicion."

"The Wranni are barely more than barbarians, but they once enjoyed a privileged status within the Sambian Empire. Many of them served with honour in the Sambian army and some were promoted to high rank. However, at the beginning of the war against the Rhuzadi Khaganate, a group of Wranni officers mutinied against their rightful masters. Among the Wranni people in general, this precipitated a widespread rebellion against Sambian rule, which has continued until the present day in various guises. For these reasons, among others, the Wranni are a hated minority in Tyrepheum."

"Anyway, moving on..."

What would you say is your greatest strength?
[] "I'm small and nimble." (+1 Agility)
[] "I'm cute. That usually gets me what I want." (+1 Charisma)
[] "I've been through a lot already. But I've survived." (+1 Durability)
[] "I'm a quick learner." (+1 Insight)
[] "Magic comes easily to me." (+1 Magic)
[] "I'm big and strong for my age." (+1 Strength)
[] "I'm very determined." (+1 Willpower)

What would you say is your greatest weakness?

[] "I'm slow and clumsy." (-1 Agility)
[] "I'm very shy." (-1 Charisma)
[] "I was a sickly child." (-1 Durability)
[] "Sometimes I don't understand what's going on." (-1 Insight)
[] "I'm magically weak. But don't tell anyone." (-1 Magic)
[] "I'm small and puny." (-1 Strength)
[] "I'm indecisive and easily-led." (-1 Willpower)

What is the airspeed velocity of an unladen swallow?

[] "Um…"
[] "I dunno."
[] "What do you mean? An African or European swallow?"
[] "Eleven metres per second or forty kilometres per hour, approximately."



This quest is set in the same world as A Hedge Maze Is You and The Tinpot Princess and Her Many Travels. Veterans of those quests will recognize many familiar elements. I'm using the same homebrew rules as I've used before.

However, this quest will be somewhat different in tone from my earlier works; it's written from a biased perspective which represents the point of view of a 'typical Sambian'. In many ways, the Sambian Empire is not a very nice place, with attitudes and values that some of my readers may find unpleasant. (Later on, the tone of the narration may change, depending on the choices you make.)

My previous quests had as their protagonists:
1. An ethereal being of indeterminate gender (in A Hedge Maze Is You)
2. A little girl (in The Tinpot Princess and Her Many Travels)
3. An adult woman (in Sorry, Your Time-Travelling Privileges Have Been Revoked)

I'm slightly curious as to what it would be like to run a quest with a male lead character. Still, it's your decision. I leave it up to you.

Don't worry if you haven't read through any of my previous quests. I'm trying to make this as accessible as possible for new readers. Everything that's necessary for you to know should be included within this quest, without the need for supplementary reading.

The Character Creation process will continue in the next update and maybe after that. Depending on which options you choose, certain pathways will open up while others will be permanently closed off. So please, choose carefully. ;)
 
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Character Sheet
DORIAN VALENS
Race: Human (Sambian with Elven Blood)
Sex: Male
Rank 2 (Novice Wizard)

ABILITIES
Agility 2
Charisma 2
Durability 2
Insight 2
Magic 3
Strength 1
Willpower 3

Total Hit Points (HP): Durability x4 + Rank + "I'm the protagonist!" bonus = 14
Current Hit Points (HP): 14/14
Defence: Agility + Durability + Rank + "I'm the protagonist!" bonus + Bracelet/Necklace of Protection = 8
Initiative: 2d6+Agility = 2d6+2

SKILLS:
(Based on Insight)
Knowledge 1
– Numeracy speciality
Literacy 1

(Based on Charisma)
Social Skills 1

TRAITS:
I'm the protagonist! – Gain a bonus +4 hit points and +1 to Defence.

DORIAN VALENS
Race: Human (Sambian with Elven Blood)
Sex: Male
Rank 2 (Novice Wizard)

ABILITIES
Agility 2
Charisma 2
Durability 2
Insight 2
Magic 3
Strength 1
Willpower 3

Total Hit Points (HP): Durability x4 + Rank + "I'm the protagonist!" bonus = 14
Current Hit Points (HP): 14/14
Defence: Agility + Durability + Rank + "I'm the protagonist!" bonus = 7
Initiative: 2d6+Agility = 2d6+2

SKILLS:
(Based on Insight)
Alchemy 1
Knowledge 1
– Numeracy speciality
Literacy 2

(Based on Charisma)
Social Skills 1

TRAITS:
I'm the protagonist! – Gain a bonus +4 hit points and +1 to Defence.
Member of the Gardening Club – You have a small plot of land you can grow plants in, but you must pay 1 silver shard a month for this. (The first month is free. Also, you don't have to pay during the summer holiday.)

7/15 towards Awareness (DC: 10)
2/15 towards improved Knowledge – with the 'Alchemy', 'Botany' or 'Politics' speciality? (DC: 13 12)
8/15 towards improved Literacy (DC: 16)
1/15 towards Ritual Magic (DC: 10 9 8 7)
2/15 towards improved Social Skills – with the 'Distraction', 'Haggling', or 'Persuasion' speciality? (DC: 13 12)
4/15 towards Alchemy (DC: 13)
4/15 towards Leadership (DC: 10)
2/15 towards Mechanics (DC: 10)

10/15 towards Mental Defence (DC: 10 9)

2/30 towards Strength (DC: 13)
27/30 towards Durability (DC: 16)
6/30 towards Insight (DC: 16)
13/30 towards Agility (DC: 16)
3/30 towards Magic (DC: 19)
5/30 towards Willpower (DC: 19)

1. Quickness cantrip: to cast this spell you need to roll a Magic check and get 10 or more. (Later on, when you learn how, you can choose to make this a Ritual Magic check instead.)
– This cantrip normally increases your Agility by 1 for a single round, but if you exceed the difficulty by 3, you may choose to either increase your Agility by another 1 or extend the duration by another round; if you exceed the difficulty by 6, you may choose another option, and so on.

2. Glowing Lights cantrip: To cast this spell you need to roll a Magic check and get 6 or more. (Later on, when you learn how, you can choose to make this a Ritual Magic check instead.)
– This cantrip normally creates a single glowing ball of light, but if you exceed the difficulty by 3, you may increase the size, make the light more intense, change the colour, or create another ball of light. If you exceed the difficulty by 6, you may choose another option, and so on.

3. Imbue Magic Potion ritual. To cast this spell you need to roll a Magic check and get 9 or more. (Later on, when you learn how, you can make this a Ritual Magic check instead.)

4. Mend cantrip. To cast this spell, you need to roll a Magic check and get 7 or more. (Later on, when you learn how, you can choose to make this a Ritual Magic check instead.)
– This spell can be used to mend broken objects, seal a bleeding wound, or stick two things together as if with a strong glue.

5. Telekinetic Push cantrip: to cast this spell you need to roll a Magic check and get 7 or more. (Later on, when you learn how, you can choose to make all of these into Ritual Magic skill checks instead.)

6. Barrier cantrip: to cast this spell you need to roll a Magic check and get 8 or more. (Later on, when you learn how, you can choose to make all of these into Ritual Magic skill checks instead.)
– This spell can be used to create an invisible barrier, about the size of a dinner plate, which will last for as long as you keep concentrating on it.

7. Arcane Servant cantrip.
To cast this spell, you need to roll a Magic check and get 11 or more. (Later on, when you learn how, you can choose to make this a Ritual Magic check instead.)
– You can use this spell to create a nearly-invisible construct made of telekinetic force, which can perform simple tasks for you.

You can use Ritual Magic to create illusions, but the DC will be different each time depending on how large and detailed the illusion is, how long you want to maintain it, and how many of the five basic senses you want it to fool.

Potion of Lesser Healing I (restores 1 hp, removes 1 point of Fatigue, specialty: cold or flu medicine): blessed spring water, lavender, peppermint, sage, as well as an infusion of curative magic.

Potion of Lesser Healing II (restores 1d3 hp to whoever drinks it, specialty: cure disease): blessed spring water, catnip, peppermint, sage, and sunflower oil, as well as an infusion of curative magic.

22 silver shards and 2 copper bits.

The 'Dream Poppy' is an artefact which gives you a +1 bonus to Charisma. However, you need Illusions 2 before you can use it.

Potion of Lesser Healing (restores 1 hp, removes 1 point of Fatigue, specialty: cold or flu medicine)

The Blade of Last Resort is a weapon which gives a +2 bonus to combat rolls, but only if the person using it has at least 1 level in the 'Close Combat' skill. Also, it looks as if it is made of cold iron.

Necklace of Protection (+1 Defence; blessed by Lissa, grants the wearer +1 Durability for the purposes of resisting Fatigue and illness).

Bracelet of Protection (+1 Defence; blessed by Tebhol, grants the wearer +3 Defence against fire and injuries incurred while crafting).

The Glowstone is a pebble which has been alchemically treated. In the dark, it will shines like a Glowing Lights spell. It was blessed by Tebhol, a god of fire and craftsmanship, and shines with the reddish light of a forge.

His Patchwork Cloak is imbued with three enchantments:
1. Colour-Changing: This enables the wearer to change the colour of the entire cloak, at will.
2. Self-Cleaning: The cloak constantly cleans itself, making it nearly impossible to get dirty or stained.
3. Stealth: This enables the cloak to blend in with the shadows, which gives the wearer a +2 bonus to Stealth checks.

I'm going to try to abstract this as much as possible. Let's say that your garden consists of a hundred squares (10x10). In this table, I will represent the plants growing in your garden as squares which have been filled:

Type of plantNumber of squares
Crab apple tree1
Dahlias1
Saffron Crocuses10
Lavender8
Nettles4
Burdock3
Carrots2
Dandelion2
Marigolds33
Radishes2
Rosemary5
Sunflower5
Valerian5
Onions1
Poppies2
Yarrow2
Violets2
Sweet William4
Sage4
Lemon Thyme1
Catnip1
Basil1
Rose shrub (in a pot)1

Here's a link to a Google Docs sheet which automatically counts up the number of spaces you've filled. (So far, you've filled 67 squares in total. That means you have 33 empty squares left over.)

Also, you have a flower pots (i.e. the equivalent of one square) in which you are growing peppermint.
 
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House Rules
In this post, I will attempt to explain some of the rules I'm using in this quest:

Agility is a measure of how fast and nimble you are, but it's also used for actions which involve stealth and manual dexterity. It's probably an oversimplification and not very true to life, but it keeps the game rules nice and streamlined. There are many skills which benefit from your having high Agility (for example, archery, dancing, disarming traps, horse-riding, moving stealthily, and so on). Also, in combat, it helps determine the initiative order and gives you a bonus to your Defence.

Charisma is a measure of how easily you make friends and influence people. In a quest like this, interacting with NPCs is an important part of the gameplay. Being able to befriend them, persuade them, deceive them or gather information from them can be very useful. (Also, if you fancy learning a musical instrument, that depends on Charisma as well.)

Durability is a measure of how tough you are. Having low Durability means that you'll need to rest more. Therefore, you'll have less time to socialize, explore the school, take part in the various clubs and societies, and so on. On the other hand, having high Durability means you don't need as much rest, so you'll have more time to spend as you wish. In combat, Durability is very important because it determines your Defence and your hit points.

Insight represents your capacity for learning, understanding, and making useful inferences from the information you have. In this quest, having high Insight is very useful because it means you can more quickly learn new skills and improve the ones you already have.

Magic is a measure of how much magical power you have at your disposal. Having higher Magic increases the power of your spells and makes them more difficult to resist.

Strength is a measure of your athletic ability and physical might. It determines your carrying capacity and is used for actions which require physical strength (e.g. climbing, swimming, lifting weights, etcetera). Certain weapons, tools, and armour types have a minimum strength requirement before they can be used effectively.

Willpower determines how well you resist magical attacks and mental effects. Having high Willpower enables you to ignore Fatigue penalties, to an extent (it depends on how fatigued you are and how much Willpower you have). Also, you may use Willpower instead of Magic as a bonus to certain of your magical abilities, if you wish.

Actions in this quest are based around the main character's academic timetable.

This is basically what it looks like:
Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7
Lesson: Ritual Magic Lesson: Literacy Lesson: Alchemy Lesson: Ritual Magic Lesson: Literacy Free Free
Study Period Study Period Study Period Study Period Study Period Free Free
Free Free Free Free Free Free Free

As you can see, you get three slots per day, some of which are already filled in. On week days, you're supposed to have a lesson in the morning and a study period in the afternoon. The rest of the slots are 'free'. At the beginning of each week, you get to decide what you'll do with each of your free slots. (It's also possible to skive off lessons and/or study periods in order do something else, but doing so has consequences.)

For example, you might use a free slot to socialize with your fellow pupils, explore the castle, study some more, join a club (note: certain clubs are only available during certain time slots), sneak out of school, and so on.

However, depending on how high your Durability is, you'll to spend some of your free slots doing nothing but resting. For example, if you're a 'sickly child' with Durability 1, you'll need to rest for 5 slots per week or gain a Fatigue point (which will give you a ' -1 penalty' to all of your skill checks). Alternatively, if you've already gained a Fatigue point, you'll need to rest for another 5 slots to get rid of it. Certain actions may count towards the total number of slots you've spent resting. For example, after you've made friends, spending time with them can be a source of comfort for you.

Here's a table to show the relationship between Durability and how much rest you need:
Durability How much rest you need to stave off fatigue (number of slots)
1 5
2 4
3 3
4 2
5 1
6 0

Yeah, anyone with 'Durability 6' is approaching superhuman levels of stamina. They can still get Fatigue points from other sources (e.g. injury), but under most circumstances they can work for as long as they like and never get tired.

It's possible to have more than one Fatigue point. Each Fatigue point will give you a '-1 penalty' to all of your skill checks. So, for example, if you've racked up 3 Fatigue points, you'll get a '-3 penalty' to all of your skill checks.

However, having high Willpower enables you to ignore Fatigue penalties to an extent. Here's another table to explain how:
Willpower How many Fatigue points you can ignore
1 0
2 0
3 1
4 2
5 3
6 All of them
(I only just learned how to use tables on Sufficient Velocity and now I'm addicted. Can't get enough of them.)

So, if you're a "very determined" lad with Willpower 3, you can ignore the penalty from 1 point of Fatigue. And if you've racked up 2 points of Fatigue, you'll only get a '-1 penalty', and so on.

Anyone with 'Willpower 6' never suffers from Fatigue penalties and can keep going until they collapse with exhaustion. (If the number of Fatigue points you've got ever exceeds 2x your Durability, you'll collapse with exhaustion and there's a pretty good chance you'll die.)

Also, there are (potentially) two extra slots per day which you can unlock by staying up late at night instead of going to bed. However, using either of these slots causes you to automatically gain a fatigue point. Which you might want to do eventually if, for example, you're cramming for a test. I can understand that; I was a student, once.
(Even at Durability 6, you might need to spend a slot to rest if you've been injured or you've stayed up late all night. At Durability 6, each slot you spend on resting will enable you to recover from 2 points of Fatigue.)

So yeah, the moral of this story is... everyone needs downtime! Work hard, play hard, and make sure you get a good rest afterwards! ;)

You've got to fill your free time somehow, haven't you? Here, I'm going to list some of the actions you might choose to fill up the free slots in your timetable.

These actions are available at any time:
1. Explore the school
2. Socialize with other pupils (write in: who?)
3. Extra studying
4. Attempt to speak to a member of the faculty (write in: who?)
5. Training with your team.
6. Gardening
7. Mental Defence training
8. Astronomy Club project
9. Strength training
10. Agility training
11. Durability training
12. Rest
(Note: more actions will be unlocked as you learn more about what's going on.)

These actions are only available at certain times:
1. Minding Simony's stall (weekends only)

And here's a list of school clubs and when they meet during the week:
Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7
          Bladderwrack League, Equestrian Society Bladderwrack League, Fitness Club
          Bladderwrack League, Equestrian Society, Bladderwrack League, Fitness Club
Dueling Club, Board Games Club, Gardening Club, Debating Club, Mathematics Club, Society of Pyromancers Gardening Club, The Apathy Society, Literature Club Explorers and Archaeologists Club, Poetry Club, Society of Cryomancers Gardening Club, Music Club, School Choir Astronomy Club  

Bear in mind, certain clubs are only available at certain times. For example, if you wanted to attend the Board Games Club, you'd have to use up your free slot on Day 1. Other clubs are available more often: for example, if you wanted to attend the Gardening Club, you'd have three different options for which free slot you could use: on Day 1, Day 3, or Day 5.

In my previous quests, I handed out experience points and asked people to vote on how they wanted to improve the main character, but in this quest I've decided to do something a little different. Instead of gaining generic "xp" which can be used to improve any of your skills or abilities, in this quest, whenever you have Dorian attend a lesson or perform an activity, he will gain points which can only be put towards improving the relevant skill.

For example:
1. Attending any lesson will give you 2 points towards the relevant skill. (For example, if you attend the Ritual Magic lesson, you will gain 2 points which you can put towards gaining the Ritual Magic skill.)
2. Attending any study period will give you 1 point towards the relevant skill. (For example, if you go to a study period with the 'Literacy' focus, you will gain 1 point which you can put towards improving your Literacy skill.)

Most of the time, you need to have put 15 points into a skill before you have a chance to gain a level in that skill. (For example, if you want Dorian to gain Ritual Magic 1, he would first need to gain a total of 15 points by attending Ritual Magic lessons and study periods.) However, some skills are more difficult to learn and require a greater number of experience points before you can level them up.

However, you need to be aware that having enough experience points to level up a skill doesn't guarantee that it will level up. It requires an Ability check. If you fail, the DC will be lowered next time you have a chance to level up.

(The game system I'm using only has levels up to twelve, so if I didn't limit your progress somehow you'd be god-kings of the entire universe by the time you left school.)

Each of the Abilities will be used as a bonus to level up different skills (alternatively, if there are multiple abilities you could theoretically use, I will apply the one which gives you the highest bonus).

Agility can be used as a bonus to level up skills which require you to be quick, nimble, or sneaky.
Charisma can be used as a bonus to level up skills which require you to be charming, persuasive, or impressive.
Durability can be used as a bonus to level up skills which require you to be patient and to endure hardship.
Insight can be used as a bonus to level up skills which require a deeper understanding and knowledge of what you're doing.
Magic can be used as a bonus to level up skills which require you to be magically powerful.
Strength can be used as a bonus to level up skills which depend on brute force and physical might.
Willpower can be used as a bonus to level up skills which depend on determination and hard work.

(Yeesh, it sounds almost like Dorian is a shōnen protagonist.) :rolleyes:

I've ruled that learning basic Literacy depends on Insight, so you can't use Willpower as a bonus for it, because I feel that it requires understanding and an awareness of what you're doing. You can't just brute force it.

So, when she's got enough xp to gain the Literacy skill, Isolia will have to roll an Insight check (2d6+2) and get a total of 10 or more. If she fails the check, she'll need to keep practising, but next time she's got enough xp, she can try again and this time she'll only have to roll higher than an 9. And so on.

In order to get up to Literacy level 2, Dorian will need to overcome a more difficult Insight check. He'll have to roll 2d6+2 and get a total of 13 or more. Very difficult, at the moment. But it'll get easier the more often he tries.
 
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RPG Journal
In this post, I will list plotlines, homework assignments, tasks you've been asked to complete, etc.

You've found out that your parents needed magical assistance in order to have a child. Apparently, a mage calling herself "Madam Zyn" took a sample of your father's flesh and altered it, by removing the "parts which were faulty" and replacing them somehow. Your mother was impregnated via artificial insemination. The process seems to have worked perfectly – you're alive and healthy, aren't you? – but you still have some questions.
– Headmaster Prentigold seems to have been the middleman who enabled your parents to make contact with someone who could help them. But why did he take such a keen interest in your development after you were born, even to the point of insisting that you should be a pupil at his school and waiving the fees for your first year of study? What's his angle in this?
– Who is "Madam Zyn" and where is she now?
– You haven't inherited your father's illness, so presumably she kept her promise by removing it from your genetic makeup. However, apparently she replaced it with something else. You suspect that she might have added something to make you into a half-elf. Why was that? And did she add anything else?

Philander's father is the crime lord known as "the Sinner Man". He has a curse on him which causes people to forget about him.
– Apparently, the Sinner Man has hired "every hedge mage, shyster, and charlatan who's come near this city in the past few decades" to try to get rid of the curse. Why didn't he hire a proper wizard to do it?
– He has spent an enormous sum of money on training his children to be mages. Why didn't he get one of them to remove the curse?
– He has been abusing his children: starving them, hurting them, humiliating them, and threatening to sell them into slavery if they don't measure up to his high standards. This has caused at least one of them to rebel against him. Didn't he expect that? Doesn't he care if they grow to hate him? And if not, why not?
– Why does he set such high standards for his children? What is he hoping to accomplish?

– You've spoken to the headmaster about this. Apparently, Philander's father made a deal with the demon lord Achamat, whose domain includes curses and superstitions. By acting superstitiously, he empowers his demonic master who will then reward him. Also, the Sinner Man doesn't care if his children grow to hate him; his systematic abuse is meant to make it easier for him to mind control them.
– Philander implied that he and his siblings were made, not born. How was this done? Does the Sinner Man have multiple copies of each child ready in case he needs to replace any of them? Was Phil correct in thinking that some of these copies had been discarded and sold into slavery? If any of the children are rescued from his abusive household, would the Sinner Man just replace them?
– The Sinner Man named his children after sins: Hubris, Envy, Acedia, Simony, Philander, Ferocity, and Indulgence. Was there a special reason for this, or just self-aggrandisement? Are the children forced to live up to their names, somehow?
– He has seven children. Is that number significant?
– Somehow, the family surname changed from "Boole" to "Bidwell". Why did that happen? Who was responsible and what did they hope to gain from it? You suspect that Philander's father changed the name deliberately, either as a way of demonstrating his power over his children or as a way of trying to wriggle out of the demon lord's grasp.
– Philander tried to rescue his little sisters, Ferocity and Indulgence, from their father's abuse. He hoped that he could send a letter to his brother, Hubris, whom he believed would take them away to somewhere they would be safe. However, he hasn't seen Hubris in years and doesn't know how to contact him. His plan was a dismal failure. But what if you were able to contact Hubris? Could you come up with a better plan to rescue those poor little girls and get them to safety?

In a long-forgotten tomb rediscovered by the Explorers and Archaeologists Club, the undead giant Garanhedd is imprisoned. He has promised to grant a special boon to anyone who helps to free him.
– You've been told that Garanhedd was once a cruel tyrant. For a number of reasons, resurrecting him might not be a good idea. Even so, the reward he offers is tempting.

You've joined the Gardening Club and been assigned your own little plot of land. First, you should:
1. Investigate the plants that were left behind by the previous occupant.
2. Beg, borrow or buy some more plants and seeds to fill the rest of the space.
3. Tend your little garden. (It's good exercise!)
4. You get the first month free, but after that you're going to pay a small fee if you want to continue to be a member. (1 silver shard per month)

Also, you're eventually going to need money to pay the school fees for your second year at the Tyrepheum Academy of the Magical Arts. You can't assume that your mysterious benefactor will pay for them again. You're going to need at least one hundred and twenty-six silver shards. But where are you going to get the money from?

One of your teammates, Isolia, is being held back by the fact that she is illiterate. Is there some way you can help her learn how to read and write?

Your other teammates, Philander and Venta, don't seem to like each other very much. They tend to bicker a lot. However, you've been told several times that you're going to need to work together for the next few years while you're at school. It's important to have a good relationship with your teammates. Is there any way you can get Philander and Venta to like each other better?
– You've spoken to them, they've apologised to each other and agreed to try to be friends. Hopefully, there will be lasting peace between them.

In order to join the Explorers and Archaeologists Club, you need to complete their obstacle course, which they have set up in an ancient Wranni burial mound just outside the city. You've been told that the best time to do it is during the weekend and that you may take your entire team with you, if you wish. Do you want to go through with it?
– You have completed the obstacle course and found out that the Explorers and Archaeologists Club kidnapped some kobolds and forced them to be part of it. If you took the kobolds back to their home, somewhere in the hills, you might be rewarded for it.

Ritual Magic homework 1: find a way to maintain an illusion for a whole week.

Ritual Magic homework 2: create an illusion, use an arcane circle to sustain it, and bring it to the Ritual Magic lesson on Oneday next week.

You don't know who paid your school fees for the current academic year. You have a mysterious benefactor. Hadn't you better find out who it is and what they want from you?

You've heard some peculiar things about your teammate, Philander Boole Bidwell, which you may wish to investigate at some point.
– His surname is rather unusual. "Bidwell" certainly doesn't sound like a Sambian name. Where did it come from?
– He is one of seven children. His siblings are named Hubris, Envy, Acedia, Simony, Ferocity, and Indulgence. What's up with that?
– Evidently, he comes from a wealthy family. So far, they have been able to afford the fees to send five of their children to the Tyrepheum Academy of the Magical Arts. However, Philander has mentioned that in the past he's been reduced to eating rats. Why was that?
– His brother, Simony, seems to be involved in some shady dealings, but to what extent? Is he a criminal?


What is going on with mealtimes at this place? You can barely remember any of them, even after you've only just finished eating? Is someone messing with your mind?

In dreams, you've been visited by the mysterious entity known as 'the Riddling Knight'. What does she want from you?

You helped Anthikares (a seventeen-year-old college student) pick up his severed fingers so that they could get reattached in time. Now, he owes you a favour. What do you want from him in return?
 
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Cast of Characters
Opernus Prentigold (Male, Headmaster)
Green Flame (Female, elf, Master of Fire Magic)
Halie Glossoloria (Female, old, Professor of Ritual Magic)
Randalf Helakgond (Male, is a full-blooded Mercadian, Master of Weather Magic)
Iramenta Esparenza (Female, has Aspiti blood, Mistress of Life Magic)
Apollinus Witt (Male, strict, Professor of Literacy)
Emerijk Kunrath (Male, Master Alchemist)
Kira Quazellian (Female, relatively young, stern, Mistress of Ice Magic)
Anjelmas Fufirello (Male, hairy, is a full-blooded Aspiti dissident, Master of Force Magic)
Pelhemer Vancien (Male, former battle mage, Physical Instructor)
Trompianus Loeil (Apparently male, Master of Illusions, wears a mask at all times)

Madam Pinante (Female, middle-aged, scary, Matron of the school infirmary)
Redonis Ophidiens (Male, ascetic, librarian)

Cadre 1A
Aurilee Berenza (Female)
Nelani Callows (Female)
Tain Guenierro (Male)
Vyron Mattaus (Male, stocky, son of famous Sambian general)

Cadre 1C
Athamas Cardos (Male, son of a famous wizard)
Janira Saliente (Female, tiny, very contrary)
Allyris Mazikarien (Female, tall, dark-skinned)

Cadre 1D
Myrelle Orchus (Female)
Lyzandra Helidor (Female, takes particular care with her appearance)
Corbal Angostien (Male, sporty)

Cadre 1F
Dorian Valens (Protagonist, male, has elven blood)
Venta Durgensis (Female, scrappy, has goblin blood)
Philander Boole Bidwell (Male, roguish)
Isolia of the Sprawl (Female, shy, from a poor family)

Fourth Years
Simony Boole Bidwell (Male, roguish, runs a stall selling goods of questionable legality)
Amarin dan Zahl (Male, sullen, experienced member of the Gardening Club, has Kaflor blood)
Elantria Jabtoreth (Female, dark-skinned, has Varzi blood, president of the Mathematics Club)

Philomond (Male, a member of Cadre 1D, has possession of Galadan the Mystic's grimoire)
Ximenon (Male, a member of Cadre 1D)
Regimander (Male, a member of Cadre 1D)
Xanthippa (Female, a member of Cadre 1D)

Fifth Years
Fenella 'Fen' Ortens (Female, beefy, president of the Gardening Club)
Rasmus Hernitier (Male, podgy, president of the Debating Club)
Jaqari Pruyte (Male, goblin, wiry and well-muscled, president of the Astronomy Club)
Icharium Deidalon (Male, yellow teeth, a member of the Apathy Society)
Kelenar Stauntrim (Male, intense, president of the Fitness Club)

College Students
Anthikares Neroth (Male, formerly one of Green Flame's students, has made some very bad decisions)

Theophyllus Valens (Dorian's father, a government official, has a terminal illness)
Carmenta Valens (Dorian's stay-at-home mother, taught him literacy and numeracy)

Mr. Durgensis (Venta's father, male, goblin)
Mrs. Durgensis (Venta's mother, female, goblin)

Cinna Bidwell (Philander's father, a crime lord called "the Sinner Man", has a mysterious curse which makes people forget about him)
Ferocity Bidwell (Philander's little sister)
Indulgence Bidwell (Philander's little sister)

Galenas (Male, oily, Philander's father's manservant)

Dr. Humferth Hygmalion (Male, great wizard, serves the provincial governor as an advisor)

Slippery Nik (Male, a vicious loan shark)

Toothless Lomas (Male, a violent criminal)

Torian Pessimides (Male, scholar and philosopher)

The Riddling Knight (an aspect of Zora Alishanda the Goddess of Dreams, enjoys riddles, fights against evil nightmares)

Achamat (a lesser demon lord; his domains include curses, good and bad luck, and superstition)

Tebhol (a god of fire, metalwork and craftmanship; patron god of the city of Tebhollion; is rumoured to have been killed when the city was destroyed)

Garanhedd (a dead god, son of Oanna the earth-goddess, former ruler of the land where the city of Tyrepheum is situated; was murdered by King Belorhiof of the Wranni)

Mishrak (dragon-god of the deep sea, immensely wealthy)

The Elm King (a powerful fey spirit, formerly one of Garanhedd's servants, claims a large area of territory near to the city of Tyrepheum)

Friddle Micawder (one of the Elm King's minions, the fey spirit of a rotting tree stump)
 
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[x] "I'm a boy."
[x] "I'm a Sambian pureblood."
[x] "I'm big and strong for my age." (+1 Strength)
[x] "Sometimes I don't understand what's going on." (-1 Insight)
[x] "Eleven metres per second or twenty-four miles an hour, approximately."

Claim we sometimes don't understand what's going on, then give a straight answer to a question about the velocity of birds.

Also, does this mean Africa and Europe exist in this setting?
 
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[X] "I'm a girl."
[X] "I'm a Sambian pureblood."
[X] "I'm cute. That usually gets me what I want." (+1 Charisma)
[X] "I'm small and puny." (-1 Strength)
[X] "Eleven metres per second or forty kilometres per hour, approximately."
 
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[X] "I'm a boy."
[X] "I'm a Sambian pureblood."
[X] "I'm a quick learner." (+1 Insight)
[X] "I was a sickly child." (-1 Durability)
[X] "Eleven metres per second or forty kilometers per hour, approximately."

Imperial plebe. Honestly, I'm probably more offended that you actually rounded down on a 0.6, but I guess I'll have to do that myself to keep it within your standards of approximation.

Edit: Excellent. Correcting both the rounding error and the usage of an inferior system of measurement? You have my full approval.
 
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[X] "I'm a girl."
[X] "I'm a Sambian pureblood."
[X] "I'm a quick learner." (+1 Insight)
[X] "I was a sickly child." (-1 Durability)
[X] "Eleven metres per second or twenty-four miles an hour, approximately."

I really loved reading the Hedge Maze quest, very happy to have a chance to play in this world.
Adhoc vote count started by Wysteria on Jul 11, 2019 at 2:21 PM, finished with 10 posts and 4 votes.

  • [x] "I'm a boy."
    [x] "I'm a Sambian pureblood."
    [x] "I'm big and strong for my age." (+1 Strength)
    [x] "Sometimes I don't understand what's going on." (-1 Insight)
    [x] "Eleven metres per second or twenty-four miles an hour, approximately."
    [X] "I'm a girl."
    [x] "I'm a Sambian pureblood."
    [X] "I'm cute. That usually gets me what I want." (+1 Charisma)
    [X] "I'm small and puny." (-1 Strength)
    [x] "Eleven metres per second or twenty-four miles an hour, approximately."
    [x] "I'm a boy."
    [x] "I'm a Sambian pureblood."
    [X] "I'm a quick learner." (+1 Insight)
    [X] "I was a sickly child." (-1 Durability)
    [X] "Eleven metres per second or thirty-nine kilometers per hour, approximately."
    [X] "I'm a girl."
    [x] "I'm a Sambian pureblood."
    [X] "I'm a quick learner." (+1 Insight)
    [X] "I was a sickly child." (-1 Durability)
    [x] "Eleven metres per second or twenty-four miles an hour, approximately."

Adhoc vote count started by Wysteria on Jul 11, 2019 at 2:21 PM, finished with 10 posts and 4 votes.

Adhoc vote count started by Wysteria on Jul 11, 2019 at 2:25 PM, finished with 12 posts and 5 votes.

Adhoc vote count started by Wysteria on Jul 11, 2019 at 3:24 PM, finished with 15 posts and 8 votes.
 
Also, does this mean Africa and Europe exist in this setting?
No, it's an obvious Monty Python reference and fourth wall-breaking joke, meant to signify that the 'Character Creation #1' post is not part of the official canon. (Therefore, no matter what answers you give to these questions, don't worry. Your own words won't be used against you later on.)

[X] "Eleven metres per second or thirty-nine kilometers per hour, approximately."

Imperial plebe. Honestly, I'm probably more offended that you actually rounded down on a 0.6, but I guess I'll have to do that myself to keep it within your standards of approximation.
Heh, that's what I get for Googling the answer instead of working it out for myself. I copied someone else's results without bothering to check them. Which just goes to show that COPYING IS WRONG AND WILL GET YOU IN TROUBLE, KIDS!

I'm gonna change it, anyway...

I really loved reading the Hedge Maze quest, very happy to have a chance to play in this world.
Why, thank you very much. I hope you'll stick around. :)
 
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[X] "I'm a girl."
[X] "I have Wranni blood."
[X] "I'm a quick learner." (+1 Insight)
[X] "I'm indecisive and easily-led." (-1 Willpower)
[X] "Um…"

Being indecisive should be part of voting process. :V
 
[x] "I'm a boy."
[x] "I have elven blood."
[x] "I'm very determined." (+1 Willpower)
[x] "I was a sickly child." (-1 Durability)
[x] "Eleven metres per second or twenty-four miles an hour, approximately."
 
Elves are immortal, soulless automatons
Fits me perfectly!

[X] "I'm a boy."
[X] "I have elven blood."
[X] "I've been through a lot already. But I've survived." (+1 Durability)
[X] "I was a sickly child." (-1 Durability)
[X] "What do you mean? An African or European swallow?"

Yep that about describes me (it doesn't)
Adhoc vote count started by Plausitivity on Jul 11, 2019 at 3:20 PM, finished with 15 posts and 8 votes.
 
[X] "I'm a boy."
[X] "I'm a Sambian pureblood."
[X] "I'm a quick learner." (+1 Insight)
[X] "I was a sickly child." (-1 Durability)
[X] "Eleven metres per second or forty kilometers per hour, approximately."
 
[X] "I'm a boy."
[X] "I'm a Sambian pureblood."
[X] "I'm a quick learner." (+1 Insight)
[X] "I'm small and puny." (-1 Strength)
[X] "Eleven metres per second or forty kilometers per hour, approxim
 
[x] "I'm a boy."
[x] "I have elven blood."
[x] "I'm very determined." (+1 Willpower)
[] "I was a sickly child." (-1 Durability)
[X] "I'm small and puny." (-1 Strength)
[x] "Eleven metres per second or twenty-four miles an hour, approximately."

I'm looking forward to things.

I'm surprised that magic as a strength isn't a clear winner
 
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[X] "I'm a boy."
[X] "I'm a Sambian pureblood."
[X] "I'm a quick learner." (+1 Insight)
[X] "I was a sickly child." (-1 Durability)
[X] "Eleven metres per second or forty kilometers per hour, approximately."
 
[X] "I'm a girl."
[X] "I'm a Sambian pureblood."
[X] "I'm a quick learner." (+1 Insight)
[X] "I'm very shy." (-1 Charisma)
[X] "Um..."
 
[x] "I'm a boy."
[x] "I have elven blood."
[x] "I'm very determined." (+1 Willpower)
[X] "I was a sickly child." (-1 Durability)
[x] "Eleven metres per second or twenty-four miles an hour, approximately."
 
[x] "I'm a boy."
[x] "I have elven blood."
[x] "I'm very determined." (+1 Willpower)
[x] "I was a sickly child." (-1 Durability)
[x] "Eleven metres per second or twenty-four miles an hour, approximately."
 
And the world of Hedge Maze and Tinpot Princess returns! I've been looking forward to this.

[x] "I'm a boy."
[x] "I have elven blood."
[x] "I'm very determined." (+1 Willpower)
[X] "I'm very shy." (-1 Charisma)
[x] "Eleven metres per second or twenty-four miles an hour, approximately."

This setup seems fun.
 
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[X] Plan Dreamy Gobboy!
[X] "I'm a boy."
[X] "I have goblin blood."
[X] "I'm cute. That usually gets me what I want." (+1 Charisma)
[X] "I'm small and puny." (-1 Strength)
[X] "What do you mean? An African or European swallow?"
 
[x] "I'm a boy."
[x] "I have elven blood."
[x] "I'm very determined." (+1 Willpower)
[x] "I was a sickly child." (-1 Durability)
[x] "Eleven metres per second or twenty-four miles an hour, approximately."
 
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