Because Teachers are Heroes Too: No SV: You Are Headmaster of a Hero Academy

Ooh, nice.

And of course, now I actually need to finish that Omake. Probably not going to be until after tomorrow, real life is being a real pain. Ugh.
You won't get to know about what the ghosts skills are until later... you just know they will defend the castle.:V
 
Turn 2
Turn 2

"We have a problem." You stated to your staff.

"What else is new?" Nero snarked.

You frowned but tried your best to face your staff. Now was not the time to stutter or forget something important. "The City of Elkhort is being cursed, and we have to get to the bottom of this."

"Why should we care about a city that's gone to shit and got itself cursed?" Gin asked. "We have bigger things to worry about."

"And where do you think we get our food, you moron?" Talion stated as he took a sip of his drink. "And they're the ones offering all the missions to us, without them, we'd be bleeding money until one of our genius mages repairs the mage tower so we can do far away missions. We can't exactly force students to walk for a year to hunt some wolves in the Montral?"

Gin was silent, and Zelda tapped her feet. "So… What do you think the curse is?" She asked.

"I don't know." You stated. "And I don't like it." You then took a deep breath, the thought of an unknown curse reminding you of your former master before he went insane. "Go back to your duties. We'll figure this out."

Hopefully.

Prestige: 430 (Cannot Recruit another Class of Students)

Diplomacy: You hate it when you have to meet with that Drunk magistrate.

[]Meet with other Kingdoms: You need more missions for your academy, and that means setting up a line of communication between the other lands, and their leaders. Hopefully, it goes well. Chance of Success: Unknown. Reward: More missions in faraway lands. Linetail the nation you wish to speak to bellow this option. Every nation costs one action.
List of nations:
Permia, Horopylia, Sano, Campo, Flokland, Newbury, Hathe, Xunzhao, Midinia, Bretlla, Kaplodia, Inzhiem. Apria, Dragons Tooth, Raven Helm, Halnor, Romain Confederation, Holmgaurd, Pistia, Montral, Harbachland, Mergadia, Narochia, Ranterra.

[]The Merchant of Mirrors: It seems the same man you have been seeing has invited you to dinner. You're going to be prepared for an ambush. Chance of Success: 100% Reward: He has a very strange name.

Academy Defense: The Castle is now safe, as the ghosts do not really need to rest, but that does not mean the Academy is safe.

[]Ghost Weapons and… Lord Greymont?: You want to know what the Ghosts can do when defending the Academy and students. Lord Greymont has an idea. Chance of Success: 70% Reward: Well… Students, meet your new master at arms and Blademaster.

[]Repairing the Walls: Now that You have the ghosts on your side, you are going to start repairing the breaches in the walls. Cost: 300 Chance of Success: 65% Reward: You repair the walls. Defending the castle will be easier.

[]Traps, Bells and Hunter Towers: While you are not rich enough to rebuild the walls and you do not have the time to set up magical defense so this academy could withstand a siege, you can set up a layer of defenses beyond the walls, hopefully, it will be enough to keep the Academy safe. Cost: 100 Chance of Success: 85% Reward: Defenses established beyond the Academy's walls.

[]Siege Stores: The Granary and Underground Siege stores have… well rotted away. If this place was attacked, your academy wouldn't last a day. John wishes to rectify that situation and try to refill them with supplies to survive a siege or a crisis. You agree. Cost: 100 Chance of Success: 95% Reward: You have siege supplies.

Stewardship: Now that the Castle is repaired, you can focus on other parts.

[]Get Supplies: You need to make sure supplies are continuing to flow into this academy. Chance of Success: 100% Reward: Student Mision rolls will not suffer from lack of food.

[]Hire Teachers: You have Vacant positions that need to be filled. Cost: 50 Chance of Success: 95% Reward: You see who's available to hire.

[]Castle Upgrades: The Mage Tower: It's been centuries since Elkhort had a mage maintaining their tower, and most of it was moved to the Academy when you were gifted the place by the Magistrate. Hopefully, it still has its teleportation stone. Cost: 200 Chance of Success: 95%/55% Reward: The Mage tower is fixed, you can now teleport students onto missions outside Permia.

[]Castle Upgrades: Stables: While the lands surrounding the Castle has been great for Jasper's Pegusus, they are not the safest place to keep the horses, what with the wolves that are fleeing south. Cost: 100 Chance of Success: 75% Reward: Stables Built, You can now safely store horses for the students.

[]Castle Upgrades: The Armory: The Academies Armory is full of destroyed weapons and armor. But with the right cleaning and storage racks, they can carry all the weapons and armor of your students. Cost: 100 Chance of Success: 75% Reward: The Armory is repaired. You can now hunt for artifacts that boost stats.

[]Castle Upgrades: Student Dorms: While the Castle is big enough to accommodate the students, most students have to sleep with eight of their classmates in the same room, and it gets very uncomfortable. You're going to make it more comfortable. Cost: 100 Chance of Success: 80% Reward: The Students now only have to sleep with three other of their classmates, and in age separated groups. +10 to Student missions for 3 turns.

[]Castle Upgrades: Refrigeration: Cillia has an idea. She thinks that if she can cool the foods to a near freezing temperature, she can make food last longer. It's worth a shot. Cost: 100 Chance of Success: 55% Reward: Food can now be stored for longer. Buying supplies will only need to be taken once every two turns.

Learning: Magic is one of those things that you really can't live without.

[]Headmaster Duties: As Headmaster, you have to be the one who does all the paperwork around here… Gods dammit. Chance of Success: 95% Reward: Students gain a +10 to mission rolls for this turn.

[]Zelda's Healing Problem: You need Zelda to be able to heal people with magic, not patching them up and praying for the best. You need her. Chance of Success: 80% Reward: Zelda is given a talking to.

[]Formilize class Schedules: Right now, it's a free for all trying to get students to memorize the class schedules, especially when there are students who cannot wake up before noon. Chance of Success: 95% Reward: You have a class schedule formalized. Students get a +5 to mission rolls for 6 turns.

Teacher Missions: Just because you are now a teacher, does not mean you haven't forgotten your true calling: Being a Hero. But your subordinates are heroes too.

[]The Marked Man: John has seen a few bounty hunters looking for him. He needs to deal with them before they come and attack the Academy. Chance of Success: 75% Reward: The Bounty Hunters are dealt with.

[]The Exiled Prince: Nero wishes to talk to you. Chance of Success: 95% Reward: You speak to Nero.

[]THe Winged Knight: Jasper hopes that he can talk to you about the local Pegusus Population. Chance of Success: 95% Reward: You talk to Jasper.

[]The Curse of Elkhort (Part 1): It seems that the castle isn't the only thing wrong with the area. It seems the whole city is cursed by something, and it is making them all take to the drink. Chance of Success: 55%/???% Reward: You learn more about why the City is cursed, and if you can stop it.

[]The Vines Speak: Cillia wishes to talk to you about the Academy, and the students in it. Chance of Success: 95% Reward: Cillia is spoken too.

[]Revenge is a Dish Served: You need to talk to Gin about her quest of Revenge. You do not want her running off and getting herself killed. Chance of Success: 95% Reward: You speak to Gin.

Student Missions: You are Training Students to be heroes. That means sending them on missions to hone their skills. With proper supervision of course.

You have 8 teachers to supervise teams of students. Bellow the mission, you must put a teacher bellow the mission you send the students on.

As Headmistress: Amber grants a +10 to the mission roll when she is supervising.

As Deputy Headmistress: Cillia Grants a +5. To the mission roll.

The rest of the staff do not grant a bonus, as the staff is not at full strength yet, and upgrades are missing.

You also have 4 classes of students. Everytime a successful mission is completed, a d4 will roll to see which class gets the EXP. If you have a preference on which class should get EXP, please put them below the mission. You can only put your class preference for a mission once.

(Choose up to 8)

[]Guard Fields: The Local farmers need to protect their fields from wild pigs. Chance of Success: 95% Reward: 5 prestige. 50 Gold, 100 EXP.

[]Care for Animals: Local farmers need extra hands for taking care of their animals. Chance of Success: 95% Reward: 5 prestige. 50 Gold, 100 EXP.

[]Fixing Homes: The Local Carpenters are happy to take Students off your hands for a week of work. They will pay well/ Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.

[]Killing Slimes: It seems some slimes have left their dens and are terrorizing some local children. They aren't threatening them in any way, but the parents want them gone before they grow bigger. Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.

[]Take down Wolves: It seems that a pack of Wolves has taken up residence in the local woods. Now you need to deal with them before they attack random travelers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.

[]Protecting the Roads: The roads of Elkhort need to be patrolled, and the guards are asking for volunteers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.

[]Street Sweepers: Drunks, Vagrants, and all sorts of unsavory people walk the Streets of Elkhort at night. The Guards are asking for more volunteers from the school. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.

[]Home on the Range: Cattle are passing through the Territory, and the boys want to have some extra protection from bandits and rustlers. Cost: 20 Chance of Success: 75% Reward: 15 prestige. 150 Gold, 200 EXP.

[]Bodyguard the Magistrate: The Magistrate wants to have a few students be his bodyguards while he is hosting some of his friends and political enemies. Cost: 50 Chance of Success: 70% Reward: 250 prestige. 200 Gold, 300 EXP.

[]Patroling the Border: The Kingdom of Permia needs Heroes to patrol the border to Sano. Cost: 100 Chance of Success: 50% Reward: 100 prestige. 1000 Gold, 500 EXP.

[]Bounty: Ako the Mad Axmen: It seems a great warrior from the Armies of Permia has deserted, taking a band of raiders with him. He is skilled, and not a foe to be trifled with, not without help or experience. Chance of Success: 25% Reward: 500 prestige. 3000 Gold, 1000 EXP.

[]Bounty: Linus the Deserter: A mercenary company has gone rogue, and has been pillaging the countryside. The Magistrate has asked you to deal with it. Chance of Success: 55% Reward: 200 prestige. 1000 Gold, 500 EXP.

AN: Enjoy and Vote in Plan format Please.
 
We need class 4 as a priority for job experience and maybe a bounty for Linus might be good.
You can only choose one mission for a single class to go on for each class.

Edit: To rephrase that, you can only assign one mission to one class. The rest are randomized.
 
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[X]Plan Fixing The Tower
-[X]The Merchant of Mirrors: It seems the same man you have been seeing has invited you to dinner. You're going to be prepared for an ambush. Chance of Success: 100% Reward: He has a very strange name.
-[X]Get Supplies: You need to make sure supplies are continuing to flow into this academy. Chance of Success: 100% Reward: Student Mision rolls will not suffer from lack of food.
-[X]Castle Upgrades: The Mage Tower: It's been centuries since Elkhort had a mage maintaining their tower, and most of it was moved to the Academy when you were gifted the place by the Magistrate. Hopefully, it still has its teleportation stone. Cost: 200 Chance of Success: 95%/55% Reward: The Mage tower is fixed, you can now teleport students onto missions outside Permia.
-[X]Castle Upgrades: Student Dorms: While the Castle is big enough to accommodate the students, most students have to sleep with eight of their classmates in the same room, and it gets very uncomfortable. You're going to make it more comfortable. Cost: 100 Chance of Success: 80% Reward: The Students now only have to sleep with three other of their classmates, and in age separated groups. +10 to Student missions for 3 turns.
-[X]Headmaster Duties: As Headmaster, you have to be the one who does all the paperwork around here… Gods dammit. Chance of Success: 95% Reward: Students gain a +10 to mission rolls for this turn.
-[X]Formilize class Schedules: Right now, it's a free for all trying to get students to memorize the class schedules, especially when there are students who cannot wake up before noon. Chance of Success: 95% Reward: You have a class schedule formalized. Students get a +5 to mission rolls for 6 turns.
-[X]The Marked Man: John has seen a few bounty hunters looking for him. He needs to deal with them before they come and attack the Academy. Chance of Success: 75% Reward: The Bounty Hunters are dealt with.
-[X]The Curse of Elkhort (Part 1): It seems that the castle isn't the only thing wrong with the area. It seems the whole city is cursed by something, and it is making them all take to the drink. Chance of Success: 55%/???% Reward: You learn more about why the City is cursed, and if you can stop it.
-[X]Fixing Homes: The Local Carpenters are happy to take Students off your hands for a week of work. They will pay well/ Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.
--[X]Talion
-[X]Killing Slimes: It seems some slimes have left their dens and are terrorizing some local children. They aren't threatening them in any way, but the parents want them gone before they grow bigger. Chance of Success: 95% Reward: 5 prestige. 100 Gold, 100 EXP.
--[X]Zelda
-[X]Take down Wolves: It seems that a pack of Wolves has taken up residence in the local woods. Now you need to deal with them before they attack random travelers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
--[X]Roche
--[X]Class 4
-[X]Protecting the Roads: The roads of Elkhort need to be patrolled, and the guards are asking for volunteers. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
--[X]Jasper
-[X]Street Sweepers: Drunks, Vagrants, and all sorts of unsavory people walk the Streets of Elkhort at night. The Guards are asking for more volunteers from the school. Chance of Success: 75% Reward: 50 prestige. 100 Gold, 200 EXP.
--[X]Nero
--[X]Class 2
-[X]Home on the Range: Cattle are passing through the Territory, and the boys want to have some extra protection from bandits and rustlers. Cost: 20 Chance of Success: 75% Reward: 15 prestige. 150 Gold, 200 EXP.
--[X]Gin
-[X]Bodyguard the Magistrate: The Magistrate wants to have a few students be his bodyguards while he is hosting some of his friends and political enemies. Cost: 50 Chance of Success: 70% Reward: 250 prestige. 200 Gold, 300 EXP.
--[X]Cicillia
--[X]Class 1
-[X]Bounty: Linus the Deserter: A mercenary company has gone rogue, and has been pillaging the countryside. The Magistrate has asked you to deal with it. Chance of Success: 55% Reward: 200 prestige. 1000 Gold, 500 EXP.
--[X]Amber
--[X]Class 3

Reasoning:
I really wanted to get Greymont as a teacher, but the only other action on here that I didn't consider something we have to do was Merchant of Mirrors, and between the two, I felt that the Merchant was more important (and, now that I think about it, probably more time-sensitive too).
Linus actually has decent odds of success with Amber there (as long as we don't crit-fail a Learning action again), with an 80% chance. Not quite as good as I'd like, but if the dorm upgrade succeeds it'll go up to 90%, which is fantastic for something with such a high reward.
I assigned the Classes partly for Omake potential, and partly to make sure Class 2 reaches 1000/1000 EXP this turn while also giving Class 1 some good EXP as well (since they only got 200 last turn).

Hoping I'll be able to finish my Omake before the rolls so that I can boost the chance of success on investigating the curse, but don't count on it.

Instead, start sacrificing bunny-cats and hope the Dice Gods have mercy on us. :V
 
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Made a slight adjustment to my plan because I just realized I forgot which Class I was putting a character in in my Omake. Class 1 is now guarding the Magistrate and Class 3 is going Bounty Hunting.
 
Question, @Magoose, what do the students call Cicillia? Do they call her Professor Cicillia? Professor Vine? Something else entirely?

EDIT: Same question regarding Gin, Jasper and Talion.
 
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Question, @Magoose, what do the students call Cicillia? Do they call her Professor Cicillia? Professor Vine? Something else entirely?
Professor Vine or Professor Cicillia.

All the teachers are called professor unless their Nero and Amber. Since Nero is a prince of the Schwarzen's(Even though he's exiled, he's still kinda in the line of succession) and Amber is the Headmistress.
 
Got it. Other question.

How exactly do the people who don't have family names (at least on their sheets) introduce themselves? For example, does Cicillia introduce herself as Cicillia the Vine Princess? Professor Vine? Cicillia Whatever-Her-Family-Name-Is? Just Cicillia?
 
How exactly do the people who don't have family names (at least on their sheets) introduce themselves? For example, does Cicillia introduce herself as Cicillia the Vine Princess? Professor Vine? Cicillia Whatever-Her-Family-Name-Is? Just Cicillia?
THey usually introduce themselves with professor, and then their full names. Then they tell the students what to call them, for the remainder of their time there.
 
THey usually introduce themselves with professor, and then their full names. Then they tell the students what to call them, for the remainder of their time there.
Okay, that's somewhat helpful, but not a complete answer.

For example, is Cicillia's full name effectively "Cicillia the Vine Princess", or does she have a family name that hasn't been mentioned yet?
 
She does not have a family name. that is why she uses the Vine Princess. Its a title she made a part of her name.
Ah, okay. I assumed that everyone in the setting had a family name. Guess not. Which leads two my next to questions.

First, does this apply to the other three who don't have family names on their sheets (Gin, Jasper and Talion), or does at least one of them have a family name that basically no one uses?

Second, how common are family names in this setting? Do most people have a family name, and people like Cicillia are outliers, or are family names the exception rather than the rule?
 
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First, does this apply to the other three who don't have family names on their sheets (Gin, Jasper and Talion), or does at least one of them have a family name that basically no one uses?
They are low born, meaning they do not have any last name to speak of, chose to abandon the names they had as they were not the occupation they were born too, or have not gained a title that they can use as a last name.
Second, how common are family names in this setting? Do most people have a family name, and people like Cicillia are outliers, or are family names the exception rather than the rule?
Family names are signs of wealth or nobility, usually based off of geographic location, jobs that they have, or nicknames that stuck.

As for how common last names are: It depends on the region and the culture of the region.

The Hantzu and the Angshire most people have last names or titles that can be used as last names, whereas as the Rusanic and the Schwarzens do not save for the nobility.

For the Talion's, the last name of a person is earned by merit, and are not given out willy nilly.
 
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