Hogwarts Sect of Witchcraft and Wizardry

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We are pleased to inform you that your spirit is potent enough to begin your ascent to reach the heavens themselves. As such, you have been summoned to obtain guidance at the Hogwarts Sect of Witchcraft and Wizardry.
Yer an immortal
"Miss Rei Young, we are pleased to inform you that your spirit is potent enough to begin your ascent to reach the heavens themselves. As such, you have been summoned to obtain guidance at the Hogwarts Sect of Witchcraft and Wizardry. The semester starts on the first of September. Enclosed within your acceptance letter is a brief primer, a talisman to transport you to King's Cross Station and instructions on accessing Diagon Alley."

The letter in your hands came as a relief to you, the ancient parchment it's written on something mystical and exotic. After all, who hasn't dreamed of being special. It would also explain the strange happenings surrounding you for as long as you could remember, and not a small part of you somehow feels that this is no mere prank. The second emotion welling up within you is giddy excitement.

Your father, however, has put down his morning paper, his expression forlorn.

"Look, dad!" you pay it little mind, rushing over to show him your prize, crossing the tiny London flat where the two of you live in record time. "This is the same place mum went to, right?"

He takes the letter, then lifts you up to his lap with a grunt. "She did, but she also left that world behind her."

It's an argument you've had with increasing frequency of late. Your father insists that your mother passed away when you could barely talk, but you could still remember that there was something special about her too. Today however, it's not an argument you wish to tread upon again, so you remain silent and let him gather his thoughts.

"Do you really want to go, Rei?"

You've always dreamed of following in her footsteps, often after your father finished telling you bedtime stories about her. Usually, such stories are followed by your proclamation about how awesome it'll be when you go, but this time he's really asking you and it's really real.

You summon up all the memories of other kids closing ranks on you because you've always been stronger than them, faster than them, smarter than them. The time you had a real conversation with a flower that no one else could hear - and the subsequent plucking of said dandelion. All the jealous looks and whispers they think you can't hear, just because they couldn't possibly hear themselves. All the times you've known you're different.

"Yes."

And that is that.

You're up at dawn the next morning, and ready for the trip. With your invite came two strange slips of paper, one of which is supposed to get you to a place called Diagon Alley. That's how you find out what a talisman is - or at least what it could be. With a rip of paper and a rush of wind, the two of you are no longer in the apartment, but in the middle of a London street, in front of a weirdly out of place building stuck between much more modern businesses. The Leaky Cauldron Inn, as you later learn the establishment is called, serves as a bridge between the mortal world and the world of immortal wizards.

Other than the slightly hunched barkeeper named Tom, the place is empty, and he quickly catches on to what's happening. Probably because you're not sure who's rubbernecking harder: you or dad. He gestures you through a doorway to an empty courtyard and raps a strange stick against a set of bricks, which then proceed to obediently fold away. You, however, have little time to be amazed by moving stones.

The view through the opening would forever be one of your best memories, the bustling street filled with ethereal wonders etched to your mind. People flying on swords, a man with fire for hair, a butterfly the size of a small car perched above a never-ending waterfall of ice cream - and yes, dad does eventually get you a scoop from it. Then the exhilarating rollercoaster ride to the depths of Gringotts Bank, where another bombshell awaited you: material proof that your mother was indeed part of this strange new world. Seeing the piles of golden stones in a vault labelled "Young née Greengrass" gives you a visceral feeling of joy, even if you don't take more than a handful of the orbs.

The following shopping trip takes several hours, yet feels like barely minutes. An iron cauldron enchanted to weigh a fraction of what you'd guess it should holds your books. The robes - a disciple's uniform - are folded beneath those, while a different set - a training outfit - is still being fitted. Your last stop is a place called Ollivanders, where a strange old man spends nearly a quarter of an hour placing wooden sticks in your hand, only to rip them away again in a blink. Eventually he gives you a stick - a wand - of elm, with unicorn hair in its core, and this time you can tell that you're not letting go. As soon as the wand lands in your palm, a pleasant coolness and pressure runs up your arm, and you give your best glare at Ollivander, daring him to try and take your prize.

It must have worked, as the old man leans back and lets out a raspy chuckle. "That's the one indeed, young mistress, or I'll eat my own tools. Now I think that your father's waiting for you outside. You should not keep your elders waiting, mortals have little time as it is."

You blink and look around before remembering that dad did actually say he was stepping outside for a moment, but somehow it didn't register as weird with you. Still, you see him through the window now, and Ollivander merely shoos you on, so you skip back out, any payment apparently already settled.

Your father smiles a cagey smile as you burst from the store, something clearly hidden behind his back. "Now, Ren, since you'll be away from home for a long while, I'll miss your birthday. But!" he exclaims to forestall your aborted protests, "that's not to say you can't have an early present, just this once."

Your already wide smile threatens to tear your cheeks as you nearly bowl the man over in your enthusiasm. "Thank you! Thank you! Thank you! What is it?"

From behind his back, a bag emerges, containing:

[][GIFT] a wand holster
A series of leather straps meant to wrap around your wrist, enchanted to fit perfectly and resist wear and tear. Provides you with a quick draw and grants you an edge in any sudden situations. Unless your opponent has a similar effect, you always start with initiative, meaning that while you maintain it, combat draws are resolved in your favor.​
The honor of a cultivator is a fragile and ephemeral thing, but no less important, especially to you. Growing up, you were always the first to act, passionate and headstrong. You tend to approach situations in a straightforward and direct manner.​
[][GIFT] emptiness
The bag is mind bogglingly bigger on the inside, and staring into it for too long makes you nauseous. A minor bag of holding makes it easier to gather resources and craft items or consumables. Reroll any 1 on each relevant roll.​
The greatest creations of mortals don't hold a candle to the works of immortals. You've always had a creative impulse and a certain artistic flair, often finding solutions equal parts clever and elegant. You enjoy crafting and seeing your work bring you success.​
[][GIFT] a small black book
The pages of the diary can absorb ink and display back anything written inside on command, you'll never run out of paper and all your notes are kept secure. Studying a theoretical topic you already covered at least once before gets an extra die.​
In the mind of an immortal, impossible is nothing, and problems become building blocks not obstacles. Your curiosity knows no bounds and you've worn down many teachers with increasingly insightful questions. You always seek to understand, not content with a one-off solution.​

Alas, every dream has to come to an end, and eventually you return back to the sweltering flat, a summer heatwave almost rendering you comatose.

Your new trunk is stashed under your bed, and your dad has the key. Several of the shopkeepers warned you that if you attempted some of the things described within your books without proper guidance, you could hurt yourself. You thought they were being mean and cruel by getting dad to forbid you from some experimentation, but he put his foot down and now you have little else but the original explanatory pamphlet. It has far too few pages providing an overview of the subjects taught at Hogwarts, and a helpful glossary, as the explanation is littered with terms you clearly lack context for.

In short, Hogwarts is going to prepare you for ascension to a higher state of being through a process called cultivation. What exactly that entails you surmise you'd be learning at the sect - another term for school. Similarly, the subjects themselves are strangely named, or outright misleading. While potions and herbology are straightforward enough, how history pertains to spiritual cultivation remains to be seen.

There are a total of seven subjects: herbology, potions, charms, transfiguration, astronomy, history and defense against the dark arts.

Herbology you feel you have a reasonable grasp of. Even if it sometimes alludes to 'harvesting animal parts', the gist of it is gathering ingredients for the other subjects. Potions are similarly understandable, if fantastical: the creation of medicines, elixirs, pills and oils - consumable boosts to your overall cultivation and studies. You are confident that the cauldron you had to get would be used for this class. From here however, things get a bit more muddled.

Charms refers to talismans, and in particular something called an omni-talisman. You have a suspicion that that's the technical term for the wand you got. Still, you could accept that charms class is the crafting of talismans and... well, charms.

The next subject, transfiguration, you aren't sure about. It sounds a lot like charms, except instead of talismans, the text talks about meridians and channeling Qi. The glossary said that a meridian is a node through which Qi flowed, which tells you zilch. To you, it seems as though both involve casting spells, but the difference between the two subjects isn't covered in detail.

Astronomy at least is a real discipline. Except that observing the sky is a minor footnote, and the majority of the year is concerned with star signs and rituals to better attune to the Dao - a nebulous term for a myriad of things related to cultivation.

History was a subject you already had at your old school, but you suspect it was a very different class. At Hogwarts, it seems to be tied intrinsically to the spiritual side of cultivation, one of the two main pillars for the entire purpose of the sect. You suppose that a thin connection does exist between understanding history, philosophy and what you envision as 'spiritual'.

The final class, defense against the dark arts, is equally bewildering: from the description you'd say it was more akin to PE class. It deals with physical cultivation, training your body, and sanctioned fighting between students. The 'dark arts' in this context seemed to refer to "anything from the domains below Heaven which would hinder a cultivator".

Last - of perhaps first, considering it's plastered all over the title page - is a dire warning and a list of goals. The warning says that studying at Hogwarts is a privilege and a blessing, and that squandering the gifts would result in expulsion. Which, in your mind, might as well read execution: there is no way you would throw away a chance to connect with your lost mum. And deep within you, a little flame has ignited, which makes you crave the promise of power woven into every line of text.

The goals are more abstract. By the start of your second year of seven, you would need to reach the Qi Condensation stage of cultivation - the second stage, which makes a certain amount of sense. You're also expected to reach apprentice level in at least two of the five other subjects: herbology, potions, charms, transfiguration and astronomy.

As you understand it, the grading system starts with 'basic', which would be the bare minimum required to start studying a subject, followed by 'beginner', which would compose the bulk of your first year. On the cultivation side, you'd be steadily progressing through the Qi Gathering stage, capped by opening your third eye right before breaking through. Unfortunately, neither of the last two terms are covered by the glossary.

All this you had ample time to commit to memory, as September crept nearer and nearer.

Unlike the talisman to the Leaky Cauldron, the ticket to platform nine and three quarters is only going to deliver one person, and your father has certainly never heard of such a platform existing. Thus, he hugs you goodbye in the kitchen, before you grab your trunk and rip the ticket in half. And then there is no more girl in the apartment, only a few strips of paper fluttering on the wind.

The wave of noise that hits you as you appear on platform nine and three quarters feels like a lorry. There must be hundreds of students milling about, coupled with the whistle of a black-and-red steam locomotive. Hurriedly you vacate the arrivals space and slip into the crowds, steadily progressing towards the train. While you don't really make good time, as you have to stop and gawk at the older students, many of whom are dressed in completely outlandish garbs, or followed by fantastical beasts, you do eventually reach a carriage. Another few minutes sees you finding a compartment with two girls you'd estimate to be your own age, and you step inside, meeting:

[][MEETING] Millicent and Tracey
There's a tension in the room, but you figure that this only means you couldn't make things worse. When you introduce yourself, Tracey seems speculative, while Millicent seems to lose interest.​
[][MEETING] Padma and Parvati
The twins are huddled together behind a thick magazine, but when you enter, they both give you a once-over before pulling you into discussions about magic and fashion that go way over your head.​
[][MEETING] Hannah and Susan
You almost turn back, thinking you walked in at an inopportune moment, with Susan's shirt pulled up past her navel, but you're quickly waved inside and shown a collection of bruises from a summer filled with adventure.​
The redhead has her back to you, holding her shirt up. The blonde however sees you enter and jumps back at first, as if she'd been caught doing something she wasn't supposed to.

"Sorry! I should have knocked."

By now, the other girl has also turned towards you, her wide face lit by a smile. "Nonsense, come in, I was just telling Hannah about my tiny Kingwillow."

The other girl blows an errant strand of hair out of her face. "Don't be rude. This one is Disciple Abbott, and that is Lady Bones."

She gives a shallow bow, and you scramble to do the same. "I'm Rei, Rei Young. Err... disciple Young."

In reply, Lady Bones elbows the other girl. "See, I told you there's no need to be so uptight about these things. I'm Susan, Duelist Extraordinaire. Are you muggleborn?"

"Oh my god, Susy, you can't just ask people that. They'll think you're a bigot."

As you're trying to come to grips with the ball of energy that's Susan, her smile is quickly replaced by a worried expression. "Drat, I didn't mean it like that. Come sit with us and let me prove it to you."

You finally step past the doorway, hauling your trunk in after you. "That's fine, no offense, I think. What's a muggleborn?"

"Oh, that's when your mum and dad are both completely mortal. Hannah is half-blood, her father is mortal, while I'm pureblood, the Bones are a small but proud clan of cultivators."

"I was raised by my father. He's normal- I mean mortal. But my mother went to Hogwarts, even though she died when I was a baby. Still, I don't really know anything yet, just some stories. What's a Kingwillow?"

It's actually Hannah that provides the answer. "It's a fighting tree. An offspring of an ascended willow tree. Eventually its seeds will have strong healing properties, and the original is at Hogwarts, known as the Weeping Willow."

"But right now it's all kapow! swoosh! bang!" Susan mimes fighting, "It's a great sparring partner, and it doesn't hold back. I am only allowed to train with it because it's so tiny." She holds her hands about two feet apart for a visual without pausing for breath. "I was just telling Hannah about how my last challenge went. She's going to be an Extraordinary Healer and together we'll form the Extraordinary Duo. Wanna see the bruise where it got me?"

You give a hesitant nod, then make the appropriate winces and sounds as Susan launches into another re-telling of her... duel? She's clearly told it before, and you're pretty sure she's exaggerating some parts, but you don't mind - it makes the train ride pass smoothly. From there, you're coaxed into telling the story of how you visited a hospital, which draws in Hannah to explain muggle medicine to Susan. A lot of the mystic side goes way above your head, but the ice is thoroughly broken and you spend the ride chatting.

It turns out that Susan's aunt is some important official, and quite well off. When the refreshments cart passes by, she insists on buying sweets for all of you, and Hannah mentions that you'd be giving her 'face' by accepting her token as an apology for earlier. When you innocently ask them what that means, you get another lengthy lecture about cultivator culture while you munch on chocolate frogs.

In the end, you're still not sure why it isn't just called honor, nor how much stock you place in it yourself, but it seems important to Susan and Hannah, so you make sure to commit as much of what they tell you to memory as you can.

However, almost before you know it, the sun is setting and a magical voice tells you to change to your robes and prepare for arrival.
[][MEETING] Lavender and Sue
Lavender's mouth is going a mile a minute, but her nervous energy doesn't seem to be rubbing off on the quiet Sue. You'll just have to bridge the gap.​

"Firs' years! Firs' years to me!" a giant of a man bellows at the end of the platform as you disembark, his statement punctuated by a wave of a hand wider than your torso, his bushy dark hair nearly set alight by the oil lantern he holds. Obediently, you make your way over to him, joined by a gaggle of your peers.

He leads the group of about forty children to an alcove, where boats are waiting on a crystalline lake. Once everybody is securely seated, ethereal chains float to his arms and with a mighty heave the precession starts to move. You barely manage to suppress a yelp at the sudden jerk, but as soon as you clear the overgrown embankment, all unkind thoughts are forgotten.

You thought that Diagon Alley was fabulously mystical, but it doesn't hold a candle to the magnificence of your first glimpse of Hogwarts. Countless towers with complex parapets shine like stars in the night sky, reflected in the gentle ripples left in the wake of your passage. Some climb so high that you can't see the top in the clouds, whilst others look like they could stand up to an army of giants. Each holds a promise of adventure and mystery, and you will be living inside the hallowed halls.

The giant leaves you in the entrance hall of the great castle, somehow managing to slip away to inform the faculty of your arrival. In the ensuing wait, you're entranced by a full set of medieval armor which seems to shift to look back at you.

Others are not so captivated. A scrawny looking black-haired boy and a redheaded one are approached by a blond boy and two of his friends. Maybe it's the way the two waddle behind the aristocratic blondie, or their shaven heads, but you can't help but think of them as meatballs. Then again, maybe you were just hungry. Still, you notice how several of the other students pull away from the trio, making way.

"You must be young master Potter. This Draco Malfoy humbly greets you. It is a pleasure to welcome you to Hogwarts," the blonde gives a shallow bow to the dark haired one, and you decide to listen in. It's not like they're trying to be particularly quiet.

Unsure how to respond, the boy, presumably a Potter, turns to his friend, who's expression has turned sour. Before either of them could get a word in, the blond continues.

"You will find that in the pursuit of immortality, there are those who rise up and those who get pushed down. I would be glad to show you how to recognize who's which. You clearly need the help."

"Sod off, Malfoy, you couldn't recognize Mount Tai if you sat on it!"

The two meatballs flanking Malfoy puff themselves up and take a step forwards, the taller of the two glowering. "The sixth son of a disgraced clan should grovel in front of the scion of clan Malfoy."

Said scion, however, remains calm, slicking back his hair and waving his friends down. "It is he who loses face by lobbing insults. Tell me, Weasley, have you even started the climb?"

"That's right," the other meatball sneers. He has a surprisingly good sneer. "Brother Malfoy is already preparing to leave the early stage of Qi Gathering."

Weasley scowls back. "Just because your daddy has you hopped up on pills doesn't mean you have talent. I'll leave you in the dust by Halloween."

Draco keeps his cool facade, but you catch a dark shadow flashing through his eyes as he chuckles.

"Very well, this Malfoy will gladly trade pointers with you on Halloween. If your clan has any pride left at all, you won't run away from your destiny as dirt." He speaks loudly, making sure other students can hear his final proclamation, before motioning with his head and striding away to the opposite end of the lobby, the two meatballs following after him.

Thankfully, before anyone could escalate, the great doors at one end of the hall crack open, and a severe looking woman steps through, casting a steely gaze over the entire group of first years from underneath a wide pointy hat. Instantly, everybody falls silent and turns to look at her, you included.

"This one is deputy headmistress Minerva McGonagall. You will all soon be sorted to your houses for the rest of your time in the sect. Remain orderly and make sure not to embarrass your future fellow disciples. You will follow me, and when I call your name, you will step up and sit on the chair. Once your sorting is concluded, head for the appropriate table."

"There are four houses," she continues, "Gryffindor - the home of the brave. It is a yang aligned house favoring fire Qi, transfiguration and physical cultivation, watched over by the Southern Beast."

You could've sworn there was a shine in her eye as she mentioned the house, but just as fast it disappeared and she kept going.

"Hufflepuff - the home of the diligent, guarded by the Western Beast and aligned with yang. It favors wood Qi, herbology and physical cultivation."

"Ravenclaw is the yin aligned home of the clever. It favors water Qi, spiritual cultivation and charms under the aegis of the Eastern Beast."

"Lastly, the ambitious Slytherin. It too is yin aligned, favoring metal Qi, potions and spiritual cultivation. Their guardian is the Northern Beast."

You're not sure if she pauses for breath or for questions, but before anyone could gather their courage and ask, she shifts and gives a sharp nod. "While your housemates are there to support you, that does not mean that other techniques and styles are off limits to you, and your way remains your own to forge. Now, the time is upon us, come."

Thus instructed, you follow her into the hall. A sea of people lit by floating candles greets you, and your steps echo off the stone floor and walls. Green banners decorated with silvery snakes serve as drapes for the windows, giving the whole room a dignified if cool feel. Of a ceiling there's no sign, only the moon and an errant cloud look down on you as you gaze upwards. Your wonder is only broken when you nearly trip as your group reaches the front of the hall. A floppy, pointy garment shifts on a rickety chair, and when it has your attention, a seam rips open of its own accord. By now a singing hat barely makes the top ten for weirdest things you have seen.

After a lengthy and off-key song, McGonagall unrolls a scroll.

"Abbott, Hannah!"

You carefully keep your annoyance to yourself. Of course it'll be alphabetical, you're used to always being the last one. Nothing for it but to settle into a long wait, at least there's plenty of things to stare at. For example you're pretty sure one of the student's sitting at what you think is the Ravenclaw table is see-through.

You nearly miss it when McGonagall calls out a rather shocking name.

"Greengrass, Daphne!"

The pale blue-eyed blonde girl who steps up certainly looks nothing like you, nor do you want to make a scene. Of course, there could be more than one Greengrass in the world, you tell yourself. But all the same, you commit her face to memory as she's quickly sorted to Slytherin.

Finally, you're actually not the last to be sorted, and with a commiserating look to your fellow unfortunate, you take a seat under the hat. When it falls on your head the tiny voice doesn't even startle you. Mostly, it holds a debate with itself, with precious little input from you, plucking your thoughts from your mind almost before you think them. While your sorting isn't instant like it was for Weasley, it's also not an agonizingly long affair as it was for his friend, Potter, who had to endure the attention of the whole hall the longest - if barely, considering how long a girl called Granger sat on the stool. Eventually, it reaches a decision and thunders out:

[][HOUSE] "Gryffindor!"
The most martial house; strength, bravery and physical prowess are the most common traits for members of Gryffindor.​
[][HOUSE] "Hufflepuff!"
The premier crafter house; those who don't shy away from rewarding labors belong in Hufflepuff.​
[][HOUSE] "Ravenclaw!"
The masters of techniques and ancient knowledge; digging through lost tomes and comprehending the Elders' koans fill the time for Ravenclaws.​
[][HOUSE] "Slytherin!"
The house of social grace and politics; the immortal court of Wizengamot writ small plays out in the halls of Slytherin.​

So this thing hasn't been willing to leave me alone for the past while now. While it might not seem like it from the introductory chapter, this will very much be a goal and dice based quest with (relatively) complex mechanics. Most of it will be introduced in the next chapter, which might cause some whiplash, but I couldn't figure out a better way to have them appear in-story. Can't very well write from the perspective of a character without knowing who that character is yet.

While it remains to be seen if that's truly the case, most of the preliminary planning has gone to exploring the world, rather than the characters. So while I'll do my best to make the info-dumps engaging, at the moment, there's little planned for emotional drama. The idea is to have a very clear checkpoint at the end of the schoolyear, after which the system might be recalibrated, the parts that seem interesting expanded upon and so forth.
 
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Mechanics
  • Turns

    Each turn encompasses a month of time, split into training and social actions.

    Social

    • 3 notable social events

    Training

    • 3 actions to spend on personal projects

    Free actions

    • Provided by Physical Cultivation
  • Dice

    There are two layers for most actions - the pool and the roll.

    Pool

    Roll a number of dice against a set check, any roll equaling or exceeding the threshold count as successes.
    • 3D20 DC15 as a baseline
    • Pool size is determined by Spiritual Cultivation
    • Die type is determined by the Charms skill
    • Threshold is determined by synergistic skills (see skills - general use cases)

    Roll

    Count the successes of a pool and roll a die that many times, adding each result with the bonus to the relevant total.
    • D100+0 as a baseline
    • Bonus is determined by the Transfiguration skill
  • Opposed rolls

    Rolling in combat situations follows the usual pool and roll mechanic.

    Both parties roll to hit, whoever scores more successes in their pool deals damage. Initiative is granted to the last one to deal damage, or randomized (barring modifiers) at the start of combat. Ties are resolved in favor of whoever has initiative.

    Damage is a roll, modifiers apply. Baseline health is 100, improvable by skills and items.

    Formula for increasing health is (base + 10 * (# meridians)) * (1 + 0.25 * physical cultivation stage)
  • Social events

    Rolling

    Social events have an associated 1d100 roll without the usual modifications. This roll is not indicative of a character's performance, but of the importance and magnitude of the event.

    Social events may provide a choice of mechanical bonuses or maluses depending on the narrative consequences or the associated roll.

    Sect points

    Points may be used to force a social event to provide a choice of bonuses.

    Points are earned by exceptional rolls. For training, the character with the highest sum of all rolls gets two points, and every character with the highest total roll in each subject receives a single point. For social events, a roll of 90 or more earns a point.
  • Skills

    These are the driving force behind the stat equivalent of this system, called subjects. There are a total of 11 subjects. Your two primary subjects are spiritual and physical cultivation, sometimes called History and Defense Against the Dark Arts respectively. Collectively, they form the subgrouping of cultivation. The rest of the subjects form the group of skills. Until the start of third year, unless otherwise specified, electives - Ancient Runes, Arithmancy, Care of Magical Creatres, Divination - stand apart from skills in that they can not be actively pursued as training targets.

    General use cases

    • Spiritual Cultivation
      Extra dice to dice pools
    • Physical Cultivation
      Extra actions and health
    • Herbology
      Bonuses to Potions and Care of Magical Creatures
    • Potions
      Bonuses to Physical Cultivation and combat
    • Charms
      Boosts to dice pool die types
    • Transfiguration
      Boosts to result dice
    • Astronomy
      Bonuses to Spiritual Cultivation
    • Ancient Runes
      Bonuses to Charms and Arithmancy
    • Arithmancy
      Bonuses to Transfiguration and Divination
    • Care of Magical Creatures
      Bonuses to Astronomy and Herbology
    • Divination
      Bonuses to Ancient Runes and social situations

    Stages

    All attributes are separated into stages to measure progress. Every stage is further split into milestones which can be completed for incremental bonuses.

    Spiritual and Physical Cultivation stand apart as inherent aspects of the system

    There are 7 consecutive stages for both branches, with both requiring completion before advancement to the next stage is possible. The stages are called as follows.
    • Qi Gathering stage
    • Qi Condensation stage
    • Foundation Establishment stage
    • Domain Creation stage
    • Core Formation stage
    • Core Refinement stage
    • Nascent Soul stage
    Other attributes are considered skills. Each skill can be advanced independently from other skills. There are 7 consecutive stages for skills.
    • Basic
      • Bare minimum required to have any related actions
    • Beginner
      • Has some exposure but needs supervision
    • Apprentice
      • Occasionally needs help
    • Intermediate
      • Capable of autonomous practice
    • Proficient
      • Able to conduct personal experimentation
    • Expert
      • Can lead in the subject matter
    • Master
      • Can provide consulting to other leads or act as a credible reference
 
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Dramatis Personae
  • This is you

    You grew up in a perfectly ordinary London project with your father. You were born on the 24th of November, 1979, to Jonathan Young and Irene Young née Greengrass.

    Your hair is straight and dark brown, bordering on black. Despite eating all your vegetables, you remain just below average in height. Your smile is often mischievous and your monolid eyes hold a curious glimmer.

    You've always had a creative impulse and a certain artistic flair, often finding solutions equal parts clever and elegant. You enjoy crafting and seeing your work bring you success.

    On September the first, 1991, you became a proud member of house Ravenclaw, your curiosity about the world making you a natural fit.

    Oh, and you're an immortal cultivator in training.

    Whether by random chance or fated coincidence, you discovered a once-in-a-century talent for the tradition of flying weapons.

    Your favorite holiday is Halloween, and not even a freak encounter with a mountain troll could ruin your night completely.

    Your first official Quidditch match was against Hufflepuff, at the time the defending champions, and although the game was close, you emerged victorious.

    Christmas at least passed largely uneventfully, letting you truly focus on your cultivation and rewarding you with great strides.

    Your first time home was filled with melancholy, the world of magic just so much more vibrant than the mortal side. It hurt, to find yourself in conflict, and you're yet to resolve the issue entirely.

    Despite continued success in your academic life, your wintry match against house Slytherin ended in ignoble defeat, although you put up a good fight.

    You then decided to work on widening your social circle, all the while forging ahead with your cultivation.

    Before you knew it, you reached the peak of the first stage, only to be brought back to earth by an encounter with a dragon that ended with you conflicted over the nature of fire and it's place in your harmony.

    As summer drew near, you focused wholly on the Quidditch cup, and after a game so close you could lick it, proved victorious both on the day, and for the overall season. Your flashy plays on the pitch have earned you some actually deserved recognition, and if someone calls out for the Beacon, you know they mean you.

    Right on time, as the first year at the sect drew to a close, you achieved ascension, fulfilling the Hogwarts curriculum on time - one of barely a handful to do so. Your achievement was made all the more sweet by the House Cup victory following shortly after - in no small part thanks to you, Ravenclaw broke Slytherin's longstanding streak.

    You also affirmed your belief in the wonder and awe of the world, cementing your desire to see the beauty in even the most mundane aspects of your life.

    And even that was not the last thing you managed to cram into the true start of summer. With your artistic skills you managed to woo over a small spirit known as the Athelas Mossball - an animator who builds a body out of vibrant moss. In your case, a particularly potent herb for healing and medicine.

    • Pool size: 7
    • Extra actions: 2
    • Bonus: 50
    • Pool die type: d23
    • Thresholds: 15
      • Defense: 10
      • Herbology: 12
      • Charms: 13
      • Transfiguration: 12
      • Astronomy: 12
      • Arithmancy: 13
      • Ancient Runes: 12
      • Divination: 12

    Stats

    • Spiritual Cultivation - 1236 out of 1500/2500/4000/6100/8900/???+
      • Qi Gathering stage: 150/350/600/900 complete
        • +4 pool size
      • Qi Condensation stage
        • +1 pool size per milestone

    • Physical Cultivation - 1293 out of 1500/2500/4000/6100/8900/???+
      • Qi Gathering stage: 150/350/600/900 complete
        • +1 action at 150 and 900
        • Health up per milestone
      • Qi Condensation stage
        • +1 action at 2500 and 8900
        • Health up per milestone

    • Herbology - 0 out of 150/350/550/750/???+
      • Basic: 0/150
      • Available ingredients: none
      • Beginner tier milestones: 200/200/200
      • Adjusts Potions thresholds: 14/13/12/11

    • Potions - 1572 out of 1500/2500/3750/4750/6000/???+
      • Basic: 150 complete
        • 3 max potions
        • -1 Physical Cultivation threshold
      • Beginner: 350/550/750 complete
        • 3 Potions brewed
        • -3 Physical Cultivation threshold
      • Apprentice 1500 complete
        • +1 max potions at 1500
        • New potions brewed at 2500/3750/4750/6000
        • -1 Physical Cultivation threshold at 1500/3750/6000
      • Brewed potions: 3

    • Charms - 635 out of 350/550/750/???+
      • Basic: 150 completed
        • Pool die type +1
      • Beginner: 350/550 complete
        • Pool die type +2
        • 2 charms crafted

    • Transfiguration - 1226 out of 1500/2500/3750/4750/6000/???+
      • Basic: 150 completed
        • +20 bonus to result rolls
      • Beginner: 350/550/750 complete
        • 3 techniques learned
        • +30 bonus to result rolls
      • Apprentice
        • New techniques at 1500/2500/3750/4750/6000
        • +10 bonus to result rolls at 1500/2500/3750/4750/6000
      • Learned techniques: 3

    • Astronomy - 0 out of 150/350/550/750/???+
      • Basic: 0/150
      • Completed rituals: none
      • Beginner tier milestones: 200/200/200
      • Adjusts Spiritual Cultivation thresholds: 14/13/12/11

    • Ancient Runes - 458* out of 350/550/750/???+
      • Basic 150/150
        • Learned about what runes are and how they work in general
      • Beginner: 350 complete
        • New runes learned at 350/550/750
      • Usually locked until the Foundation Establishment stage
      • Adjusts Charms and Arithmancy thresholds: 14/13/12/11

    • Arithmancy - 1285* out of 1500/2500/3750/4750/6000/???+
      • Basic: 150/150
        • Technique modification equations introduced
        • -1 Transfiguration and Divination thresholds
      • Beginner: 350/550 complete, *750 awaiting higher cultivation stage
        • 2* techniques modified
        • -1* Transfiguration and Divination threshold at 350/550/750
      • Usually locked until the Foundation Establishment stage

    • Care of Magical Creatures - 559 out of 350/550/750/???+
      • Basic: 150/150
        • Common Spirit language learned
        • -1 Herbology and Astronomy thresholds
      • Beginner: 350/550 complete
        • Familiar obtained: the Athelas Mossball
          • adaptions gained at 550/750/???+
        • -1 Herbology and Astronomy thresholds at 350/550/750
      • Usually locked until Foundation Establishment stage

    • Divination - 773* out of 1500/2500/3750/4750/6000/???+
      • Basic: 150/150
        • Learned about the reading of omens
        • -1 Ancient Runes threshold
        • One rite obtained
      • Beginner: 350/550 complete, *750 awaiting higher cultivation stage
        • 2* omens understood
        • -1* Ancient Runes threshold at 350/550/750
      • Usually locked until Foundation Establishment stage

    Traits and special possessions

    A minor bag of holding:
    Staring into the space inside the sack quickly makes you nauseous, because the angles just don't make sense to the human eye. It's bigger on the inside. A minor bag of holding makes it easier to gather resources and craft items or consumables.​
    This was an early birthday present from your father, who clearly knows you. You've always had a creative impulse and a certain artistic flair, often finding solutions equal parts clever and elegant. You enjoy crafting and seeing your work bring you success.​
    Reroll any 1 once on every herbology, potions and charms training action pool. Applies before any self-made charms.​
    The house of Ravenclaw:
    The masters of techniques and ancient knowledge; digging through lost tomes and comprehending the Elders' koans fill the time for Ravenclaws. You have a burning curiosity concerning just about everything.​
    The Beacon:
    If there's one thing you're known for amongst the spectators of quidditch and opposing chasers alike, its your affinity for flashing lights. Although you may be small in stature, your presence looms over the whole field, attracting attention. Come hell or high water, you'll make your mark on each game, and every flash shows the world that you're not ready to roll over just yet.​
    Qi is Wonder:
    The world is vast, and full of adventure and mystery that calls to you on a primal level. With Qi, there's awe in even the most mundane of places and tasks, and nothing could ever stop amazing you. From the motion of the very heavens themselves to the simple life of an insect under a rug, nothing is trivial to the mystic power.​
    Sect points: 0

    Health: 240

    Open meridians: 2
    1. The Rainbow Brush
    2. Whip Shear Technique
  • Lavender Brown

    You met Lavender while on a search for information about divination. She gave you a Tarot reading, which could have been theatrics or actual mysticism, before answering some of your questions.

    Seamus Finnigan

    Your first time truly noticing the boy was when he came first in Astronomy for the month of November. Beyond that, you've had little reason to take an interest.

    Hermione Granger

    A bushy haired girl who, despite her muggle ancestry, knew the answers to several of the elders' questions. Her sorting took a while.

    She's very studious, and actually loves school, which is why it came as a shock to her to discover that she did not like the subject of Defense.

    Despite her harrowing experience with a troll, she managed to impress McGonagall, claiming the prize in Transfiguration for October.

    Whether your words inspired her or if it was the will of Heavens, she pushed through her distaste in record fashion, placing first for Defense in November, having spent time training with you. You've started to consider her something of a friend, battling trolls does that to a girl.

    December saw her claim the point in Potions from a dour Elder Snape.

    Neville Longbottom

    You've heard of the boy only through second-hand stories. Apparently, he's one of three Lords attending your class of disciples, leading the politically perilously placed clan Longbottom.

    Parvati Patil

    You know her because she has a twin sister in Ravenclaw, and apparently she's also good at Charms, as she got the top spot in January for the subject.

    Harry Potter

    A thin, short boy with a crow's nest for hair. Was briefly approached by Draco Malfoy, who some people seem to think is important. You also spent a contemplative moment with him at the introduction to Astronomy. He also won the top prize for the subject in September.

    He blazed past everyone in October, nearly completing the late stage of spiritual cultivation. The general consensus amongst the student body is that he probably had advanced training when he was hidden away by Ancestor Dumbledore. He got points for History and overall effort.

    You've learned that Harry's the last of the Potters, and therefore a Lord of a house, which means he controls significant influence and wealth, even if he doesn't seem to know it himself.

    He also earned a point for December's Transfiguration.

    Dean Thomas

    A dark-skinned muggleborn boy. You met him at Justin Finch-Fletchley's little gathering.

    You've since maintained a loose friendship, and you also remember him coming first for the December Astronomy point.

    Ron Weasley

    A stocky redheaded boy. Seemed to be friends with Harry Potter and rivals with Draco Malfoy. Had a Halloween duel planned with the latter.

    Due to unforeseen events, the duel was cancelled, but before that, Ron was a ball of nerves and lashed out against Hermione, leaving the latter in tears.
  • Hannah Abbot

    A girl with messy blonde hair framing a long face. Good friends with Susan Bones, and an aspiring healer. You spent the train-ride to Hogwarts with her.

    Susan Bones

    A redhead with a strong jaw and a wide face, extremely bubbly, despite her family's status. Good friends with Hannah Abbot, and an aspiring duelist. You spent the train-ride to Hogwarts with her. Owns a King Willow sapling, distant relative of the Weeping Willow.

    While she appeared daring and talented enough in your very first flying class, something went wrong, and you had to save her from a terrible accident.

    You saw her put in effort truly worthy of her house, and it paid off with a top spot for Defense in October.

    Justin Finch-Fletchley

    A muggleborn cultivator who invited you to a meeting at the start of term. Talks a bit posh, but maybe isn't as confident as he wants to be. Won a point for Potions in September

    Wayne Hopkins

    The last student in Hufflepuff. You've never met, but you can recognize him by process of elimination.

    Megan Jones

    A girl you've occasionally seen around the other Hufflepuffs. She got the top spot for Herbology in January.

    Ernest Macmillan

    Although you haven't officially met, you've seen him get a point for Transfiguration in September
  • Terry Boot

    You first properly met Terry at Tony's study club. He gave you excellent cookies, so he's alright.

    Mandy Brocklehurst

    A stocky girl with frazzled brown hair. She came first for progress in defense for the month of September.

    After achieving her first Defense milestone, her clan sent her a Northern Dwarf Pygmy Tamarin - a magical monkey the size of a mouse and unequivocally the cutest thing you've seen.

    Mandy is a deft hand at fishing, and her chosen skills are Potions and Transfiguration.

    Michael Corner

    You spent a few contemplative minutes together during your introduction to Astronomy.

    Anthony Goldstein

    You've received an invite to a social study club from the gregarious boy. One which you chose to accept, getting to know your housemates a bit better. Tony, as he insists on being called, seems to get along quite well with the other Ravenclaw first years.

    Sue Li

    An extremely reclusive and quiet girl, you barely met her for the first few months of your time at Hogwarts.

    Sue's from a big family, and although it didn't explicitly come up when you were helping her gather reagents, her financial support is probably appreciated by them.

    Roger Malone

    You spent a few contemplative minutes together during your introduction to Astronomy. There's a budding friendship between him and Tony.

    As a muggleborn, he accompanied you to Justin's gathering, where he shared a love of candy with Dean Thomas.

    In January, he earned not one, but two top spots: for Defense and Astronomy.

    Padma Patil

    You only knew her at first because she has a twin sister in Gryffindor. She claims to be an enchanter, and spends more time with her sister than in the Ravenclaw common rooms.

    Whatever she was doing, it paid off as she claimed the top marks for Herbology in October and November, plus the History prize as well.

    Lisa Turpin

    A muggleborn who achieved the high accolade of best Charms progress in September. You shared an adventure in the gallery displaying the Battle of Hexham. Nothing like the potential threat of life and death to bring people together.

    She was also present at Justin's little gathering, and you've started to think of her as a friend.

    Others

    Penelope Clearwater

    The fifth year female prefect for Ravenclaw. She may come off as a bit arrogant, but you think she would help you out if you asked her.

    Robert Hilliard

    The sixth year male perfect for Ravenclaw. You've seen less of him than his counterpart, but he seemed perfectly cordial otherwise. Later, you learned that he held a position of great trust within your house, acting as the Ravenclaw banker for managing house points.

    Quidditch team

    Jeremy Stretton

    Captain of the Ravenclaw Quidditch team, chaser. Has a certain affinity for frost. Flies a runed axe. 5th year disciple.

    Duncan Inglebee

    Beater, generally a defensive player. Flies a ball-and-chain bola. 4th year disciple.

    Jason Samuels

    Beater, plays an offensive position. Flies massive nunchaku. 4th year disciple.

    Randolph Burrow

    Good friends with Jeremy, chaser, plays a supportive role. 5th year disciple.

    Roger Davies

    Chaser, extremely fast on his rapier. 3rd year disciple. Won MVP in the first match against Hufflepuff.

    Cho Chang

    A replacement player. Self-admitted terrible keeper, aiming for a seeker position once the current one graduates. 2nd year disciple.

    Morgan Roscrow

    A tall 7th year disciple, experienced seeker. Flies a chakram.
  • Millicent Bulstrode

    By process of elimination, she must be the final Slytherin student, although you only really met when she received the Charms point in December.

    Vincent Crabbe

    A friend of Draco Malfoy, built like a brick house. Bald. Wider than Gregory, with a good sneer.

    Tracey Davis

    Left you a get-well-soon card out of the blue after your Halloween incident. You also recall her getting a point for Herbology in September.

    Following up on her unwritten invite, you spent a morning learning about the political situation of Hogwarts from her. During the same meeting, she revealed that she intended to form an unaffiliated faction in Slytherin, and could use your budding prestige to aid her in that.

    Her quest was probably helped along next month, as she gained the top marks in Potions.

    Gregory Goyle

    A friend of Draco Malfoy, built like a brick house. Bald. Taller than Vincent.

    Also apparently a deft hand at Astronomy, as the top marks for the subject went to him in October.

    Daphne Greengrass

    A blonde haired, blue eyed pretty girl who shares your mother's maiden name.

    She recognized her name, but betrayal was not the emotion you would have expected her to feel in relation to it, considering she's younger than you, which would mean that your mother had already left the immortal world behind before she was born.

    She got the prize for History in January.

    Draco Malfoy

    Blond haired and delicately built, Draco nonetheless seemed to command some respect and recognition. Has a rivalry with Ron Weasley, and a scheduled duel at Halloween with him, which got postponed.

    Despite the pressure of a public fight, he still managed to get the award for most progress in Potions for the month of October, then Transfiguration and overall progress in November, and appeared on the podium for Defense in December.

    Tracey claims he's the scion of clan Malfoy, and a natural faction leader within Slytherin, but that there's a bit more to him than some might think.

    Despite not coming in first for any individual subject, Draco once again gained points in January for most overall progress made.

    Theodore Nott

    Threw back Justin Finch-Fletchley's offer of friendship based on their differing origins, and did so quite rudely.

    Achieved the best progress for Charms in October, and again in November.

    One of the more aggressive purists, according to Tracey.

    Pansy Parkinson

    A dark haired, button nosed girl with a cool demeanor. Won the top prize for progression for the month of September, along with the point for History. Her next point gain occurred in November, when she scored the Potions prize.

    One of the more aggressive purists, according to Tracey.

    Blaise Zabini

    You only remember him because he had the misfortune to be sorted even later than you.
  • Jonathan Young

    Your father. A mortal smalltime office worker living in London.

    Irene Young née Greengrass

    Your mother, who died when you could barely remember her. You though she died of some sickness, but if she graduated Hogwarts, then she couldn't possibly have succumbed to mortal disease. Something for you to ponder on.
 
Last edited:
[x][GIFT] emptiness
[x][MEETING] Hannah and Susan
[x][HOUSE] "Hufflepuff!"

team teamwork go
 
[X][GIFT] emptiness
[X][MEETING] Lavender and Sue
[X][HOUSE] "Ravenclaw!"
 
Interesting premise. I'm intrigued by the adaptation of Harry Potter into the Xianxia genre.

For the gift, since we still need to establish our character's personality, I'd rather pick based on that, than on the item itself and its mechanical benefits. So:

(Wand Holster) The honor of a cultivator is a fragile and ephemeral thing, but no less important, especially to you. Growing up, you were always the first to act, passionate and headstrong. You tend to approach situations in a straightforward and direct manner.
vs.
(Bag of Holding) The greatest creations of mortals don't hold a candle to the works of immortals. You've always had a creative impulse and a certain artistic flair, often finding solutions equal parts clever and elegant. You enjoy crafting and seeing your work bring you success.
vs.
(Omni-book) In the mind of an immortal, impossible is nothing, and problems become building blocks not obstacles. Your curiosity knows no bounds and you've worn down many teachers with increasingly insightful questions. You always seek to understand, not content with a one-off solution.

There's something appealing to all of them, but given the nature of the story (school setting and mystical/spiritual flair), I'll go with the book.

Which makes Ravenclaw kind of a no-brainer.

And though Padma and Parvati would work well, too, curiosity and seeking are even better when they go together with active doing and adventuring, not to mention loyal friends like Hannah and Susan to do it with. So:

[X][GIFT] a small black book
[X][MEETING] Hannah and Susan
[X][HOUSE] "Ravenclaw!"
 
Adhoc vote count started by Karf on Nov 23, 2021 at 8:50 AM, finished with 10 posts and 8 votes.


Since we have not one but two ties, I'll give it another half an hour before the almighty dice step in.
Karf threw 2 2-faced dice. Reason: House; Meeting - 1=Huff/Hannah Total: 3
2 2 1 1
 
Welcome to Hogwarts
[X][GIFT] emptiness
[X][MEETING] Hannah and Susan
[X][HOUSE] "Ravenclaw!"

The redhead has her back to you, holding her shirt up. The blonde however sees you enter and jumps back at first, as if she'd been caught doing something she wasn't supposed to.

"Sorry! I should have knocked."

By now, the other girl has also turned towards you, her wide face lit by a smile. "Nonsense, come in, I was just telling Hannah about my tiny Kingwillow."

The other girl blows an errant strand of hair out of her face. "Don't be rude. This one is Disciple Abbott, and that is Lady Bones."

She gives a shallow bow, and you scramble to do the same. "I'm Ren, Ren Young. Err... disciple Young."

In reply, Lady Bones elbows the other girl. "See, I told you there's no need to be so uptight about these things. I'm Susan, Duelist Extraordinaire. Are you muggleborn?"

"Oh my god, Susy, you can't just ask people that. They'll think you're a bigot."

As you're trying to come to grips with the ball of energy that's Susan, her smile is quickly replaced by a worried expression. "Drat, I didn't mean it like that. Come sit with us and let me prove it to you."

You finally step past the doorway, hauling your trunk in after you. "That's fine, no offense, I think. What's a muggleborn?"

"Oh, that's when your mum and dad are both completely mortal. Hannah is half-blood, her father is mortal, while I'm pureblood, the Bones are a small but proud clan of cultivators."

"I was raised by my father. He's normal- I mean mortal. But my mother went to Hogwarts, even though she died when I was a baby. Still, I don't really know anything yet, just some stories. What's a Kingwillow?"

It's actually Hannah that provides the answer. "It's a fighting tree. An offspring of an ascended willow tree. Eventually its seeds will have strong healing properties, and the original is at Hogwarts, known as the Weeping Willow."

"But right now it's all kapow! swoosh! bang!" Susan mimes fighting, "It's a great sparring partner, and it doesn't hold back. I am only allowed to train with it because it's so tiny." She holds her hands about two feet apart for a visual without pausing for breath. "I was just telling Hannah about how my last challenge went. She's going to be an Extraordinary Healer and together we'll form the Extraordinary Duo. Wanna see the bruise where it got me?"

You give a hesitant nod, then make the appropriate winces and sounds as Susan launches into another re-telling of her... duel? She's clearly told it before, and you're pretty sure she's exaggerating some parts, but you don't mind - it makes the train ride pass smoothly. From there, you're coaxed into telling the story of how you visited a hospital, which draws in Hannah to explain muggle medicine to Susan. A lot of the mystic side goes way above your head, but the ice is thoroughly broken and you spend the ride chatting.

It turns out that Susan's aunt is some important official, and quite well off. When the refreshments cart passes by, she insists on buying sweets for all of you, and Hannah mentions that you'd be giving her 'face' by accepting her token as an apology for earlier. When you innocently ask them what that means, you get another lengthy lecture about cultivator culture while you munch on chocolate frogs.

In the end, you're still not sure why it isn't just called honor, nor how much stock you place in it yourself, but it seems important to Susan and Hannah, so you make sure to commit as much of what they tell you to memory as you can.

However, almost before you know it, the sun is setting and a magical voice tells you to change to your robes and prepare for arrival.

The feast passes in a blur as you struggle to remember any of the names of the people who pat you on the back or shake your hand. Every time you think you're full, another enticing tray filled with delicacies appears in your vicinity, smelling absolutely divine. Really, no one could expect you not to indulge a bit.

Just as your food coma starts to kick in, a pair of older students walk over to the designated first year end of the table and you reluctantly turn to them.

"Greetings. I am the Prefect for house Ravenclaw, Senior Brother Robert Hilliard."

"And this one is Senior Sister Penelope Clearwater."

The boy continues, "You'll find soon that the honored elders of Hogwarts are incredibly busy, so they assign prefects to aid you on the first steps of your path. For now, follow us to our common room."

You do as bid, noting that similar groups of about ten are filing out of the great hall and into the depths of the castle. Your own journey takes you to a massive stone staircase which seems to lead to nowhere. The girl prefect brings up the rear of your group, and as soon as she steps on the bottom step, the stair starts to move. You barely maintain your balance, some of the other students clinging to the barristers.

"You'll quickly find that Hogwarts Castle is a realm unto itself," the older girl casually explains as the solid stone staircase continues to float onward. "The third floor of the first tower of the eastern wing for example, can be circled no less than eight times, each time arriving at a different exit. The full extent of the Castle is unknown to anyone, and there's always something to find. A true testament to the brilliance of the original ancestors."

She gestures to her counterpart at the head of the stair, "For some locations, it's mostly a matter of wanting to get there. Brother Hilliard is concentrating on our destination, and the stair will take us to the right place. However, don't be alarmed if it's different for you, there's many ways to many places. Were I to command the stair, it would take us in the exact opposite direction, but we'd still arrive at another step towards the Ravenclaw common room."

You still do your best to remember any of the pictures the staircase passes. You're not confident you succeed, but you do try.

"The areas near the entrance are well mapped, so you should have no trouble reaching the great hall or the main library for example. The same holds for the areas outside. The lakeshore and Quidditch pitch are easy to find, but there are great swathes of the Forbidden Forest that haven't seen a cultivator in centuries, brimming with Qi and materials."

Your path to the common room is twisting and winding. You're pretty sure you saw the tail end of your group just rounding a corner ahead of you on more than one occasion, but in short order, you do arrive, gathering in a cozy space with a merry fireplace, plush couches and well-lit tables dotted around the room in seemingly random places. There's several bookcases filled with ancient looking tomes, most thicker than your forearm, and at the entrance, a stern-looking marble statue of a woman, to which the prefect whispered something as you came in.

"The dorms are behind me, but before you go to sleep, heed my words." Senior Brother Hilliard starts when he has your attention.

"A sect is unlike any school you've been to before. There's no set schedule or classes at all, your way is your own to forge. The Elders are not here to feed you wisdom, they're here to prevent you from crippling yourself or worse."

"Your peers can often be a source of inspiration or aid, and you'll find that unless you're truly blessed by the heavens, you'll need to specialize to meet the exam requirements. My advice is to focus on your cultivation and a few skills until you reach the goals, then bring up your deficiencies as much as you can manage. There are always low-hanging fruit to grasp."

"That said," the girl takes over, "for the first week, the Elders grant you the honor of an introductory lesson. While not strictly mandatory, you'd be fools of the highest order to shun their pearls of wisdom."

Considering how little you know, and that apparently you'd be in charge of your own schedule, you resolve to attend all of them. The warning about reaching the second stage of cultivation and nurturing two skills to an adequate level remains in your memory.

"Finally, I have to introduce the house point system. You'll be able to earn points for work beneficial to the sect or exemplary. You will eventually find a way to use those points, and they also serve as a barter medium for many students. However, you might have noticed the Slytherin banners dominating the great hall. The most self-sufficient house - the one with the most points unspent at the end of the year - receives special recognition. At the moment, Slytherin is on a pretty long streak."

"Tomorrow at ten sharp, we'll lead you to your first class from here, but for now, I wish you a good night."

"Elder Binns is... best experienced firsthand." Senior Brother Hilliard tells you as you reach an open door in a seemingly random corridor. "Focus on his meaning, not the words themselves. That's the core of spiritual cultivation: to comprehend, not merely know. Meditation tends to help, but there are countless techniques for it. Finding one that suits you will probably let you master the early stage of Qi Gathering on its own."

You file into an unassuming classroom, with rows of dark wooden desks and simple chairs. The blackboard is slightly chalky, and soft sunlight filters into the room through large arched windows. House Gryffindor is already present, but there are plenty of seats, and you settle in to wait.

Once everyone is present, almost forty people jump out of their skin when the door slams shut and a person floats into the room through the blackboard.

"It is better to travel well, than to arrive."

His voice is scratchy, like he needs to clear his throat, but the ghost - for that is most assuredly what you're looking at - makes no effort to do so.

Right, you're starting to see what the prefect meant. You still jot down the quote, but while some might say that the silence in class is stunned, yours is more contemplative. A boy in the front row shakily raises his hand, the red trim of his robes marking him a Gryffindor.

"Honored Elder, could you please explain for this one?"

"A jug fills drop by drop, but whence cometh the wine?"

If this is an introductory lesson, then surely what he's talking about is Spiritual Cultivation.

"Are we discussing the merits of Spiritual Cultivation today, Elder Binns?" a bushy haired girl asks, mirroring your own thoughts.

"A belief spoken gives power to truth."

The tone suggests nothing, but maybe the ghost gave a slight nod? You'll take it as a 'yes'. Some of the students start fidgeting or whispering with their neighbors, but after about five minutes, the same girl asks again.

"What is the purpose of Spiritual Cultivation?"

"A stumbling first step slips on a banana peel."

There's a headache building in your skull, but you think you're grasping the elder's style. Asking leading questions that show you already suspect something might get a more straightforward response, but open ended ones get shut down.

So, what has he given you so far? The process being more important, or perhaps relevant to the class at hand, than the result. Carefully you word your question and slowly raise your hand. The prefect mentioned an early stage, you recall. The ghost turns to you.

"Would the early stage of Qi Gathering let us seize more opportunities."

"Grazing is different for red flesh and green."

The lesson, if you choose to call it that, continues for nearly three hours in a similar vein. Just as you're getting worried that a ghost might not get hungry, the door once again bangs open, startling everybody and by the looks of things, waking a few students from slumber. Elder Binns floats into the blackboard without another word.

You gather your notes, barely a page long, and start towards where you think the great hall is supposed to be, mulling over what you think you've learned all the while.

Spiritual Cultivation, while an integral part of being an immortal in and of itself, also has benefits on the way there. From what you've surmised, higher stages should give you the ability to find more opportunities for success. It'll still be up to you and luck to seize them, but having a keener mind should help you spot the option.
  • Most actions start with a pool - rolling a number of dice to see how many succeed, more is better. Spiritual cultivation increases the size of that pool.
  • The Qi Gathering stage is split into early, middle, late and peak realms. Conquering each stage provides one more die to the pool.
  • Your starting pool size is 3.
  • Early realm Spiritual Qi Gathering stage: 0/150
  • Both Spiritual and Physical Cultivation follow a similar structure, and by the end of August, you'll need both at the next stage.

After a late lunch you're guided to Charms class by Penelope, who doesn't feel the need for any bracing words of wisdom, ushering you to the right corridor before she walks off.

The room is still a classroom, except much more spacious, with each student having their own desk; there are, however, no chairs. The class is built like a theater, with steps creating tiers for the pupils and the elder at the bottom of the amphitheater.

Said elder is already present, absorbed in his own work. He's a diminutive man, with a frizzy white beard and a head more bald than not. A series of brass tools are meticulously laid out on his table as he peers into what you assume is a microscope. In one of his hands is a wand that he wields like a conductor's stick, weaving to some silent melody. He appears to be working on a clockwork watch.

As the final group of students trickles in, he straightens up - not that it makes much difference, you notice only now that he's standing on a floating cushion - and with a flick of his wand the tools float up and slide into his robe.

"Greetings, everyone, greetings! I am Filius Flitwick, but a simple Elder will do. I am the head of Ravenclaw house," he nods to your contingent, mostly clustered together by virtue of arriving together, "and a master charmcrafter. I like what I do, and I hope to instill some of that in each and every one of you as well. Amongst other things, I also help run the dueling club for second years and up, and lead the school choir."

He jumps from the floating pillow onto his desk. "With introductions out of the way and time in short supply, let us get to it. Charms is a fascinating, varied and ubiquitous field. From the humble dicto-quill to the elaborate flying swords of the Nimbus company to the very castle we stand in, none would exist without the works of a charmcrafter. And even the symbol of our kind is a kind of charm: the magnificent wand each of us carries with us. Can anyone tell me what a wand can do for us?"

The same bushy haired Gryffindor girl's hand bolts up. You're starting to sense a pattern here.

"Miss Granger."

"The omni-talisman takes the user's Qi and transforms it to pure force free of elemental expression. It is most commonly used for motion and fine motor control, but force-aspect Qi can also be used to impress objects with charm symbols on a metaphysical level in the field of enchantment."

"A succinctly put summary of Elder Goshawk's writings. You are muggleborn, are you not, Miss Granger?"

The girl nods and Elder Flitwick beams at her. "Then I believe I have the pleasure of granting your year's first points. One point for exemplary pursuit of knowledge and preparedness, Miss."

"Indeed, the 'Wingardium Leviosa', the 'Flipendo', the 'Accio'. All great examples of what your wand can do for you. And as she wisely pointed out, not the limit: one could not carve the stabilizing symbols on the bottom of a bottomless bag without a wand after all. As you can imagine, the applications of charms are near limitless. Having more tools in your toolbox means your chance of grasping success is ever greater. Having the knowledge to whip up new tools on the fly means you are never without options. That is what Charms is all about."

He claps his hands, one of which still holds his own wand, and from the drawers of his table several handfuls of brushes floats out, one for each student.

"That said, creating charms or talismans is exacting work, and mistakes can be costly, dangerous or both. Basic competency requires that you have a sure hand, and the only way to achieve that is practice." On the blackboard behind him, beautifully smooth lines start to appear in elaborate designs. Once the symbol is finished, it erases itself, only for the process to repeat.

"So hop to it. Copy the process on the board, you'll find parchment and ink in the compartment under your desks."
  • Charms is one of the skills you can use to pass your end of year examinations, provided you reach the apprentice level. Basic covers the very beginner stuff, beginner has two practical and one theoretical milestone (same as most other skills).
  • Completed charms and accumulated knowledge improves the dice of your pool, rising the maximum roll per completed milestone.
  • Your starting die is a d20.
  • Charms - basic: 0/150

"Welcome to my class," Elder McGonagall remains as stern and curt as you remember from your first meeting.

"Transfiguration is an exacting discipline, and arguably the most dangerous one to your own health. Even party tricks like conjuring fire can quickly get out of hand, to say nothing of advanced self-transfiguration. You may also find that many of the techniques of transfiguration can be replicated by a clever charm. A properly primed warming enchantment combined with releasing a store of propellant will readily mimic the first step of the fire calling technique, 'Incendio'."

"However, that requires setup and preparedness. The techniques we learn here are always with us, even if we don't have our wands. Likewise, access to our meridians renders us more resilient to harm and is necessary for greater expenditures of Qi. Opening said meridians is half of what your start as transfiguration novices is all about."

To your surprise, it's a Hufflepuff student that raises his hand this time, though not Hannah or Susan, who both ended up in the yellow colored house.

"Yes, Mr. Finch-Fletchley?"

"What are these meridians and how to we access them?"

"Through meditation and channeling Qi. You may use a wand at first to get a sense of your Qi, but you should try to cultivate without it, as it can easily become a crutch. However, we might also find that as we master steps in techniques, we'll naturally channel Qi, sometimes enough to open a new meridian on its own. As for what they are..."

She pauses for a moment, before sighing as her rigid stance shifts to something imperceptibly softer.

"The quick answer is that they are nodes through which we can express our Qi, but I suspect that doesn't answer your question. As a gross simplification, they serve as points you can exploit. You will doubtlessly come across artefacts, locations or skills which will require your active effort to access. If you have enough open meridians free, you can use them, if not - you can not."

"Most of the first year curriculum is entirely passable with no meridians, or just a few that come naturally should you choose to focus on my subject. Even later on, many students only have a handful of meridians, preferring quality over quantity in a sense. Doubly so as they get harder to open the more you have. As such, there are practical limits, but each one does still offer some benefit, and as you progress in your cultivation, eventually more options to manipulate them become available."

She gives a minuscule smile to the boy, who still looks vaguely confused. "As I said, transfiguration can be hellishly complex and exacting, with many benefits a long ways away. But every journey must start with the first step."

"For now, that first step shall be to sense the Qi around you." She straightens up again and paces to the middle of the class. "I'm sure you can recall the feeling of finding your wand. Think back to that, try to remember exactly how you felt it. Then take a deep breath, close your eyes and try to reach that same feeling."
  • After your successes from the pool are counted, you get to roll for progress for each success. Usually a d100.
  • Transformations are various techniques you can use at a moments notice, enabling you to grasp greater heights of success. Each roll gets an added bonus per transfiguration milestone.
  • Your starting bonus is 0.
  • Transfiguration - basic: 0/150

Diving deep into the bowels of the castle is a bit unnerving. Usually the corridors have windows, giving you at least the illusion of having landmarks visible, but apparently the potion labs are underground. Still, your group gamely follows after the prefect, cauldrons clanking along.

This time the classroom you're led to is empty, and you get to set up in peace, laying out your books and setting up the cauldron on the unlit stovetop built into the sturdy counter serving as a desk.

Slytherin is the last to arrive, and as if on que, the Elder swoops in after them, his billowing black cloak flying after him as he storms to the front of the class.

"This one is Elder Severus Snape. You will refer to me as honored elder or not at all."

He's by far the youngest elder - at least by looks, insofar as those can be trusted to account for age - with long black hair and a crooked nose. His gaze sweeps the classroom as he folds his hands.

"So far, you've had a lot of talk about feeling and sensing. There shall be none of that in my classroom. Potions need to be made precisely, and at your level you can achieve that by following instructions. There shall be no experimentation, and to promote frugalness, you'll be sourcing many of your own ingredients. As I'm sure that some of you have not bothered to read your textbooks, I shall give a brief primer."

He whirls to the blackboard and starts writing with aggressive, sharp strokes.

"Alkahest - the universal solvent is the most lauded yet still underrated potion of our age and the cornerstone of the whole profession. Brewing it is so simple that even you lot can not mess it up too catastrophically."

"Why, you might ask, is alkahest so important?" he scoffs, "Because it can copy any other potion for which the ingredients aren't unique. For example the Skelegro potion, which can fully regrow your entire skeleton in a single night, requires ground elder vampire fangs. Considering that elder vampires regularly take over small countries, obtaining a set is rather prohibitive. But thanks to alkahest, a single example of Skelegro in St. Mungo's has meant that the trauma ward hasn't had a patient stay for more than a day since 1919."

He underlines the word 'Alkahest', twice.

"There are two key limitations. A body can only contain so much alkahest - at your skill level, no more than three different potions at a time. The other I already mentioned - the ingredients can't be unique. For example the Polyjuice potion can transform your physical appearance to exactly match that of another human, but only if you have hair from that specific individual."

"For those of you who still haven't grasped the implication, I'll spell it out. You only need to brew a potion once, and if you don't lose that potion, you can enjoy its benefits thereafter.

"Most of what I'll be trying to teach you is the refinement of Alkahest to better forms. As you progress in potioncraft and your potion bandolier grows, you'll find that it's possible to brew purified Alkahest which lets you consume more before becoming toxic."

You'd like to ask about the potions themselves - you'll need something to copy first after all - but somehow you doubt that the perpetually scowling elder would appreciate interruptions.

"At your level, the remedies you can brew will mostly boost your physical cultivation, making it easier for you to succeed. The labs will remain open to you, but you'll be responsible for any half-baked disasters I have to prevent. And if you ever try to mix a baby's first breath and mandrake extract, I'll defy the heavens themselves to make sure you never so much as smell alkahest again."

Well, there you go. What follows is a lecture on basic safety handling an open flame, hot liquids and sharp knives.
  • Copied potions means that you can have a cool mini-quest gathering ingredients and brewing, then get to enjoy the fruits of your labor without worrying about efficiency. Provided you don't use, trade or lose the original.
  • Different subjects affect your pool's threshold for their respective disciplines, lowering the number you need to equal or exceed for a success. For Potions, the action they affect is Physical Cultivation.
  • Your base thresholdis 15.
    • Completing Potions milestones lowers it for each completion when rolling for Physical Cultivation.
  • Potions - basic: 0/150

Getting out of the dungeons came as a relief at first, but as you make your way deeper and deeper into the greenhouse your class is supposed to take place in, you're starting to rethink that. The air is humid and stale at the same time, clinging to your skin like glue. The pervasive smell of compost is overpowering, no doubt seeping into your robes as you walk.

On the bright side, you're already starting to get used to all that, which means you can focus on the class.

You find the elder elbow deep in muddy sand, mumbling something to either herself or the weird scraggly plant she's tending to. Once everybody has gathered in a loose semicircle around her, she finally looks up at you.

"Right, that time of the year again. Very nice to meet you all, I'm Elder Pomona Sprout, and I'm in charge of herbology."

She pauses to pull her hands from the planter and wipes the dirt on her apron. "Just like plants, herbology is a simple subject. You study up on what you need, then head out to get it back here, in as close to the original condition as possible. So, dearies, give us a show of hands who's done gardening before?"

Perhaps a quarter of the kids around you lift their arm. Living in the city, you yourself never had the chance, so you keep still. The elder merely nods. "Well, no matter. Come along, the roses are this way."

You follow after her and she continues the lecture on the move. "Thanks to alkahest you'll find that the cost of potion doses is cheaper than ever, but ingredients keep going up in price. Herbology can be a very lucrative career, if that is something you care about. And don't let the name fool you, in higher grades we'll be dealing with all manner of materials from rock golems to dragons and unicorns."

"Now, most of what we do goes together naturally with potions, and once you reach Core Formation, dealing with spirit beasts, but I believe that Herbology can be rewarding on its own."

You arrive at a lengthy row of overgrown rose bushes and the elder turns to you with a smile. "I've always thought that working with your own hands is so much nicer and since none of you can use 'Diffindo' yet, you'll have no choice but to agree with me. For today's lesson we'll be familiarizing ourselves with the diligence required of us in a safe environment. Your task is to trim a rosebush and gather the clippings. You'll find the tools under the planters."

On her prodding, you move to the plant as she continues. "Roses really are an excellent learning tool for beginners. The plant is quite delicate and the prize of the flowers is as clear as it is lovely. But should you fail to pay attention, you might get pricked by its thorns. It's just enough to be unpleasant, but they don't have any venoms, so you'll be fine in the long run."

After a few hours, your bush looks... badly kept in a different way, but at least you've gained a newfound appreciation for gardeners.
  • Herbology really is quite straightforward. The theory teaches you about what you'll be looking for and the practice has you applying said knowledge.
  • Herbology affects the threshold for Potions, and should you elect to take in in your third year, Care of Magical Creatures, lowering it by 1 per milestone.
  • Herbology - basic: 0/150

Its an hour after dinner by the time it gets sufficiently dark for your last lesson of the day. On the recommendation from Penelope, you dig through your trunk for your coat, wearing it over the usual robes as you trek up countless stairs. Considering just how toasty you feel, you're starting to wonder if Senior Sister decided to play a mean prank on you.

This time, your group is the last to arrive, and the elder is standing in the middle of a circular room with a slanted ceiling, numerous skylights reflecting back the glow of magical candlelight. In the dim light, her dusky complexion almost hides her features, but her eyes are a piercing blue, and she's impatiently tapping her foot.

"That's all of you, yes? Don't answer, that was rhetorical. This one is Elder Aurora Sinistra. I teach rituals and confluences of power within this earthly realm."

She pauses and sniffs the air, walking over to one of the many windows. "Right, we'll need to go if we're going to make it. Follow." Then, to the stunned looks of the class, she jumps out of the window. Cautiously one of the Slytherin students peeks out after her, only to stumble back as the Elder's face pops out of the darkness.

"Now!"

Hurriedly you join the mob of students climbing outside. As you hop down to a not-quite smooth roof, the wind nearly blows you over, and a shudder not at all related to the chilly temperature runs down your spine. The Elder is already climbing across a supporting arch towards another roof, even more angled than this one, shouting over the gale.

"If you think Astronomy is all about boring stargazing, you'll change your mind after tonight."

You gulp, but bravely force your knees to stop shaking and carefully try to follow after her.

"Yes, there's a heavy theoretical component for rituals, and we'll have the whole winter to study the Zodiac, but at its core, Astronomy is the science of cultivation sites. A ritual is just borrowing power from some natural phenomena and making it more accessible."

She leaps across the machicolated parapets, but thankfully there's a small ledge behind the masonry for you to walk on. She's still slipping further away from you, even if you are one of first amongst the students.

"To meditate and channel Qi in a place of power, to take from it and give back, to become one with it and make it one with you. That is how Hogwarts has become this incredible infinite castle that we all love. Having a place for yourself does wonders for your Spirit too."

You can still clearly hear her, but for a moment, you've lost sight her. Then a cloud drifts a bit, and a beam of moonlight lands on a tower you could swear wasn't there before, the Elder's pearly teeth visible in an unhinged smile from a dark alcove.

"The Old Owlery appears for an hour after the first moonlight of the night touches it. This makes it rather inconvenient for cultivation, but excellent for a demonstration. It wouldn't do to hand you a natural wonder on a silver platter before your first week is up, but you can still step inside and learn what it feels like when you stumble on one."

She beckons you onwards, and with a start you realize that only three other students - a vaguely familiar dark haired Gryffindor and two other Ravenclaws, you think they're named Roger and Michael - have reached this far on the moonlit trek.

Stepping into the dilapidated tower feels weird. It's not strictly unpleasant, but you're sure you won't miss or mistake the feeling in the future, now that you know what to look out for. Beyond that, its just an empty room, with high rafters and clumps of down feathers stuck in nooks where the wind can't reach.

"As you can see, this place is quite potent in Qi, but unpleasant to be in. She also likes to be abandoned, and no student has made a connection to this place for the last twenty years. Still, I like her."

The Elder is standing by another arch, next to a row of what you assume were nest boxes once upon a time. In the pale light of the moon, her features are starkly contrasted, but she also looks more... melancholy; not as full of manic energy.

For a few minutes, you join her, taking a moment to reflect as you stare at the rooftops and dark windows.

"You can go back to bed now. I've taught you just enough for tonight." The elder's voice breaks your reverie. "But when you pass by your classmates on the way back, tell them to hurry up. Really, how do they expect to grow if they're afraid of a paltry few dozen stories of height?"
  • Astronomy is the skill for places of power and cultivation sites - tapping into them, forming pacts and empowering rituals.
  • Astronomy affects the threshold for Spiritual Cultivation, lowering it by 1 per milestone.
  • Astronomy - basic: 0/150

You're not sure whose idea it was to hold one class near midnight and another the next day at dawn, but you're sure they're evil and bad. Doubly so because the meeting place for your defense class is on the lakeshore. You suppress a yawn, your breath condensing and joining the mist over the water.

Someone gasps and points towards the lake, where you spot a most peculiar sight. A purple turban has exited the mist, barely breaking the surface. In short order, you can see a mess of similarly purple robes and a man swimming towards your group. He steps out of the lake, water slipping off his form as if it was a hot pan, instead of soft cloth.

At least he doesn't seem to be immune to the cold, as he stutters out, "Good m-morning, class. I am Elder Q-Quinius Quirrel."

Evidently he doesn't deem it worth it to warm up, as the rest of his speech is likewise filled with halting pauses and repeats. "The p-path of a cu-cultivator is often f-filled with mortal p-peril. To face our hardship, we all need t-to forge the ve-vessel of our soul. It is said that a healthy m-mind can only live in a healthy bod-body. You'll also f-find that an iron ph-p-physique lets you accomplish m-more for less. While I c-caution you against eschewing f-food and sleep completely, your d-dao is yours to choose."

He turns his back on you, gazing across the lake as he takes a deep breath. "Your c-combat style will be your own, so t-tactics can't be t-taught. You'll learn th-through experience. P-proper dueling etiquette, however, is essential. Tr-t-trading p-pointers is a time-honored t-tradition, but at Hogwarts, b-both sides must benefit f-from such clashes."

"However!" he whirls back around, streams of purple cloth spinning with him, "First you need t-to b-build a b-base. Follow me, and b-breathe in t-the Qi."

For a terrifying moment you expect the Elder to dive back into the lake, but luckily he merely follows the shore at a brisk jog. Well, a brisk jog for an adult, your legs seem to need to make two steps for each of his. You'd like to say that you managed to keep up, but in truth, you were barely better than half of your peers, collapsing after several grueling laps.

The Elder goes for another two loops on the well-trod path, managing to shake all but two boys, who are glaring at each other through gasping breaths. Then he gathers the class up and leads you through stretches and a brief meditation meant to give you the right idea for a beginner method to refining your physique.
  • Each turn occurs over the period of a month, and you'll have a set number of actions to distribute as you see fit.
  • You have 3 training actions for personal projects and studies
  • However, not all your time can be spent cramming and training. You also have time you need to spend relaxing: 3 social actions per turn.
  • Physical Cultivation lets you skip meals and sleep, or just plain gives you more energy: some stages of Physical Cultivation give free actions which you can use for either training or social events.
    • The first of these free actions awaits at the first milestone. For the second, you'll need to work harder and reach the second realm.
  • Physical Cultivation, alongside your meridian count, also increases your HP for contested encounters.
  • Early stage Physical Qi Gathering realm: 0/150
  • Rolling in combat situations follows the usual pool and roll mechanic.
  • Both parties roll to hit, whoever scores more successes in their pool deals damage. Initiative is granted to the last one to deal damage, or randomized (barring modifiers) at the start of combat. Ties are resolved in favor of whoever has initiative.
  • Damage is a roll, modifiers apply. Baseline health is 100.
  • Formula for increasing health is (base + 10 * (# meridians)) * (1 + 0.25 * physical cultivation stage)

  • Putting it all together, let's imagine future-Rei wants to improve her Physical Cultivation. She's already mastered the early and middle realms of the first Spiritual stage, she has basic Potions and Charms down, alongside basic Transfiguration. A well rounded base.
  • Given that she has 2 Spiritual Cultivation milestones, her pool size is increased by 2, she rolls 5 dice.
  • Thanks to her knowledge about basic Charms, the dice she rolls are d21.
  • She rolls her pool of 5d21: 8, 14, 13, 21, 1
  • Those are some pretty average rolls. Nothing special for the 1 or the 21. She would get a single success for the 21, but thanks to her burgeoning potions skills, the 14 also counts as a success. Were she going for another skill, it wouldn't.
  • So future-Rei has 2 successes, that means 2d100 of progress to her Physical Cultivation. Not bad! She rolls: 62, 63.
  • Oof, that's a total of 125, just 25 off. If only she had some skill in Transfiguration, then every die would get her bonus added to it and she would have made it to her first Physical Cultivation milestone. Wait a moment, she does! Each roll gets a whopping +20, putting her at 165 progress towards her goal of 150.
  • She achieves the early realm of the first stage of Physical Cultivation and has the leftover 15 carry over towards the next milestone.
  • All of this happens on the QM side of things, but at least you can make informed decisions about your actions.
  • Or in short:
    • Phys roll: 5d21t14 = [8, 14, 13, 21, 1] > 2 Successes > 2d100+20 = [62+20, 63+20] = 165/150 > 15/200

After a quick shower in the Ravenclaw baths, you still have just enough time left to make it to a late breakfast.

It's only as you're halfway through demolishing a bowl of porridge that your situation sinks in. No one is going to shepherd you to another class. You have no set plans or commitments, no curfew beyond staying quiet at night to let other students sleep.

You need to figure out what to do from now on.

Pick 3 training actions, you may pick the same one multiple times:

-[][Training] Spiritual cultivation
-[][Training] Physical cultivation
-[][Training] Herbology
-[][Training] Potions
-[][Training] Charms
-[][Training] Transfiguration
-[][Training] Astronomy

Not all of your time is spent on the path to enlightenment, your peers also demand some of your attention, and when you one day look back, some events would stand out. Pick 3 social actions:

-[][Social] Considering that many older students don't eat breakfast at the same time as you, there's plenty of space for you to sit at the Hufflepuff table and catch up with Hannah and Susan.
-[][Social] There is a one-time introductory class about flying, and that's not something you are going to miss.
-[][Social] Padma and her twin are nearly inseparable, but somehow you managed to end up lost in the same place on your way back from the library.
-[][Social] You're almost attacked by an owl one afternoon, only to receive a letter from a Mr. Finch-Fletchley, inviting you to a gathering for those of "good old-fashioned mortal descent," sweetened by the promise of food and the secret of the kitchen.
-[][Social] Your housemates tend towards the quiet side, but Anthony Goldstein is doing his best to make up for it. He's invited all Ravenclaw first-years to a "social study group, emphasis on the social," his words, not yours.
-[][Social] A Gryffindor boy was eating lunch next to you, and you happened to notice how he took out an orb which filled with red smoke, then promptly marched out of the great hall, leaving his charm behind. You should probably figure out what it was and return it.
-[][Social] You intend to go exploring, not for cultivation but just for fun. See if you can't find someone who might want to come along.
-[][Social] You're still somewhat shaken and intimidated by all of this. The prefects were supposed to be your liaisons and supports, and you feel more partial towards Senior Sister Penelope Clearwater, you'll seek her out and see if she has any tips to offer.
-[][Social] Write-in (will do my best to accomodate)

Please vote in plan format

[*] All in on Binns
-[*][Training] Spiritual cultivation 1
-[*][Training] Spiritual cultivation 2
-[*][Training] Spiritual cultivation 3
-[*][Social] Ask around about the History teacher
-[*][Social] Go to the library to find out what ghosts like to eat
-[*][Social] Try to walk through walls, maybe you'll learn something

Replacing '*' with 'X' or 'x'
 
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Young Master Malfoy is extremely cursed.

I love this quest already :D

[X] Plan: Finding Our Footing
-[X][Training] Spiritual cultivation
-[X][Training] Physical cultivation
-[X][Training] Charms
-[X][Social] There is a one-time introductory class about flying, and that's not something you are going to miss.
-[X][Social] Your housemates tend towards the quiet side, but Anthony Goldstein is doing his best to make up for it. He's invited all Ravenclaw first-years to a "social study group, emphasis on the social," his words, not yours.
-[X][Social] You're still somewhat shaken and intimidated by all of this. The perfects were supposed to be your liaisons and supports, and you feel more partial towards Senior Sister Penelope Clearwater, you'll seek her out and see if she has any tips to offer.
 
[x] Plan Smoke in the Air
-[x][Training] Spiritual cultivation
-[x][Training] Physical cultivation
-[x][Training] Transfiguration
-[x][Social] A Gryffindor boy was eating lunch next to you, and you happened to notice how he took out an orb which filled with red smoke, then promptly marched out of the great hall, leaving his charm behind. You should probably figure out what it was and return it.
-[x][Social] You're still somewhat shaken and intimidated by all of this. The perfects were supposed to be your liaisons and supports, and you feel more partial towards Senior Sister Penelope Clearwater, you'll seek her out and see if she has any tips to offer.
-[x][Social] There is a one-time introductory class about flying, and that's not something you are going to miss.

All the classes sound equally useful at this point. Would be nice to meet Neville.
 
  • Charms
    Boosts to dice pool die types
  • Transfiguration
    Boosts to result dice
All the subject bonuses look great, but Charms and Transfiguration look like the two that give the best general ones. I say we focus on these two as the ones we level up to Apprentice. We can always spread out to other subjects if we roll well enough.

[X] Plan Smoke in the Air
 
[X] Plan Wandering Star
-[X][Training] Astronomy (x2)
-[X][Training] Spiritual Cultivation
-[X][Social] Padma and her twin are nearly inseparable, but somehow you managed to end up lost in the same place on your way back from the library.
-[X][Social] You're almost attacked by an owl one afternoon, only to receive a letter from a Mr. Finch-Fletchley, inviting you to a gathering for those of "good old-fashioned mortal descent," sweetened by the promise of food and the secret of the kitchen.
-[X][Social] You intend to go exploring, not for cultivation but just for fun. See if you can't find someone who might want to come along.

Let's start with exploring Hogwarts and discovering its wonders!
 
If I'm understanding the system correctly, then mechanically speaking, for any given roll:

-Extra dice to die pools (Spiritual Cultivation) is better than lower DC (varies), which is better than higher type of die (Charms).
-The modifier to the roll (Transfiguration) is harder to evaluate, given that it's a roll of its own, but it obviously gets better the more successes we get, so primarily with a bigger die pool (Spiritual Cultivation).
-Given that you can pick the same action multiple times, that a skill level up (so to speak) doesn't need to happen in one go, and that it can be presumably reached on a following action, then extra actions (Physical Cultivation) give you an additional die pool (Spiritual Cultivation) per turn to work with.
-We start with 3d20s vs DC15 and every success is 1d100. We need a total of 150 to achieve our first mechanical benefit, and that's at least 2d100s, and more likely 3 or more, so picking different actions lowers our chances further (and leftover gains carry over, so no worries on that front). Basically, picking 3 different trainings means it's unlikely we will have any mechanical advantage next turn.

So, it looks to me like Spiritual Cultivation is the most useful subject to start with (as many others get better based on it), and in order to gain its first benefit, splitting our focus is not the way to go.

[X] Plan Meditations on Elder Binns' Wisdom
-[X][Training] Spiritual Cultivation
-[X][Training] Spiritual Cultivation
-[X][Training] Spiritual Cultivation
-[X][Social] There is a one-time introductory class about flying, and that's not something you are going to miss.
-[X][Social] Your housemates tend towards the quiet side, but Anthony Goldstein is doing his best to make up for it. He's invited all Ravenclaw first-years to a "social study group, emphasis on the social," his words, not yours.
-[X][Social] You intend to go exploring, not for cultivation but just for fun. See if you can't find someone who might want to come along.

I liked a lot of the social options, but I decided to pick the flying class because it's cool and useful, the Ravenclaw first-years gathering because we're going to have to spend a long time with them, and the exploration because it will make us more familiar with the setting and it likely comes with some kind of connection (it might be Susan and Hannah too, given that it sounds right up their alley).
 
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[ ] Plan Extra Action Please
-[ ][Training] Physical cultivation x3
-[ ][Social] A Gryffindor boy was eating lunch next to you, and you happened to notice how he took out an orb which filled with red smoke, then promptly marched out of the great hall, leaving his charm behind. You should probably figure out what it was and return it.
-[ ][Social] You're still somewhat shaken and intimidated by all of this. The perfects were supposed to be your liaisons and supports, and you feel more partial towards Senior Sister Penelope Clearwater, you'll seek her out and see if she has any tips to offer.
-[ ][Social] Padma and her twin are nearly inseparable, but somehow you managed to end up lost in the same place on your way back from the library.

if we take three different actions, we probably won't get any benefits by next turn: we're averaging less than 1 roll per action, and it takes a minimum of 2 (average of 3) rolls to reach the first milestone

edit: agree on focusing training on one action, but the benefits of the first physical breakpoint are better than that of the first spiritual:
1 spiritual breakpoint brings us to a total pool of 12 (spread over three trainngactions), vs physical bringing us to a total pool of 12 (spread over four actions), which is more flexible. additionally, until we see the benefits of social actions, we can't know for sure, but spiritual training can't. Of course, we don't know if social actions use a pool as well. nevermind, changing vote.

[X] Plan Meditations on Elder Binns' Wisdom
 
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additionally, until we see the benefits of social actions, we can't know for sure, but spiritual training can't. Of course, we don't know if social actions use a pool as well.

I'm not sure what you mean with the first period, but it's likely that social actions do use a pool, as hinted at by the fact that Divination provides some kind of boost to social situations (likely the lowering of the DC to be met with the pool rolls).
 
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