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

Chandagnac

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

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

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

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

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

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

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

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

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

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

Are you a boy? Or are you a girl?

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

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

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

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

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

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

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

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

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

"Anyway, moving on..."

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

What would you say is your greatest weakness?

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

What is the airspeed velocity of an unladen swallow?

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



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

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

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

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

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

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

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

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

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

(Based on Charisma)
Social Skills 1

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

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

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

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

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

(Based on Charisma)
Social Skills 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

22 silver shards and 2 copper bits.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Slippery Nik (Male, a vicious loan shark)

Toothless Lomas (Male, a violent criminal)

Torian Pessimides (Male, scholar and philosopher)

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

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

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

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

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

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

Friddle Micawder (one of the Elm King's minions, the fey spirit of a rotting tree stump)
 
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Character Creation #2
so how do we raise our stats by leveling up or training
It is possible to train your stats to an extent, but this is limited by the fact that the protagonist is only eleven years old. Otherwise, you gain a +1 increase to one of your stats per year while you're still growing up.

Anyway...

29 people voted for "I'm a boy."
8 people voted for "I'm a girl."

21 people voted for "I have elven blood."
10 people voted for "I'm a Sambian pureblood."
5 people voted for "I have goblin blood."
1 person voted for "I have Kaflor blood."
1 person voted for "I have Wranni blood."

18 people voted for "I'm very determined." (+1 Willpower)
10 people voted for "I'm a quick learner." (+1 Insight)
4 people voted for "I'm cute. That usually gets me what I want." (+1 Charisma)
3 people voted for "I've been through a lot already. But I've survived." (+1 Durability)
1 person voted for "I'm big and strong for my age." (+1 Strength)
1 person voted for "Magic comes easily to me." (+1 Magic)

18 people voted for "I'm small and puny." (-1 Strength)
14 people voted for "I was a sickly child." (-1 Durability)
4 people voted for "I'm very shy." (-1 Charisma)
1 person voted for "I'm indecisive and easily-led." (-1 Willpower)
1 person voted for "Sometimes I don't understand what's going on." (-1 Insight)
1 person voted for "I'm magically weak. But don't tell anyone." (-1 Magic)

Deducting the negative numbers from the positive, these are the totals:
AbilityPoints total
Agility0
Charisma0
Durability-11
Insight9
Magic0
Strength-17
Willpower17

The main character is a boy with elven blood. He is very determined, but small and puny.
(Note: because you have elven blood, you get a racial bonus of +1 to Magic. Elves are magical beings, created by magic. Their descendents usually inherit some of their magical power.)

All right, let's continue the Character Creation process...



"You have elven blood? How curious. That's very unusual. Which one of your parents…?" There is a moment of awkward silence. "Ahh, you do have parents, don't you, boy?"

How do you reply?
[] "No, I'm an orphan. I don't remember my parents."
OR
[] "I don't want to talk about my parents. I was taken as a slave to pay off one of their debts."
-[] "Yes, I'm technically a slave. My new 'owner' thought that this would be a good investment."
OR
[] "My mother works in a tavern. I never knew my father. Apparently, he was one of her patrons."
-[] "I don't know if this is true, but I've heard rumours that he was a very famous elf. Probably the most famous elf there has ever been."
--[] "They call him 'Red Ruin'. I mean, you must have heard of him: he defeated the Demon Lord Kolhinon in single combat!"
OR
[] "It's hard to tell if either of my parents has elven blood. Down in the roots of my family tree, maybe, one of my ancestors was an elf, but… well, it must have been a long time ago. I guess I'm a throwback."
OR
[] "I don't remember my parents. To be honest, I don't remember much of anything before I came to this school."

Plot hooks galore! Please take one. :p

Yes, the Sambian Empire practises slavery. The actual treatment of slaves varies from place to place, but it's closer to debt bondage than the chattel slavery practised in (for example) the USA before the abolition of slavery in 1865.

In the Sambian Empire, most slaves are either prisoners taken in war or people who have pledged themselves in payment of a debt. The children of slaves are not automatically enslaved as soon as they are born, owners don't have power of life and death over their slaves, and there is supposed to be a way for slaves to earn their freedom after they've laboured for long enough to pay off their debts. However, because many people in authority are corrupt, negligent, or uncaring, this system is very open to abuse.

Their ongoing practice of slavery is something that causes a lot of friction between the Sambian Empire and neighbouring countries. Around the world, many people believe that slavery is not only morally wrong but blasphemous as well; the creator of humanity, Telthalus, was a god of freedom. According to the most generous interpretations of his legend, Telthalus sacrificed himself so that humans would be free of the Elder Gods who sought to rule over them eternally; he only wanted his children to be free. Therefore, the continued existence of slavery is "like spitting in the face of our god."

"Now, this is a rather sensitive topic. Forgive me, I know this isn't something people like to discuss – the mere mention of it makes me feel rather uncouth – but I'm afraid that it's necessary. Despite generous subsidy from the city government, your attendance at this school is not free. To pay for the school's running costs, tuition, your bed and board, and so on, we require each student to pay a sum of one hundred and twenty-six silver shards per annum. A very reasonable price, I might add. Only three silvers for each week of the school year, not counting holidays. So, if it's not an impertinent question, might I ask… how will you be paying for it?"

How do you reply?
[] "I told you: my 'owner' thinks that this is a good investment."
-[] "It means I have to pay him back even more before I can earn my freedom."
--[] "Or I could take advantage of his 'generosity', learn everything I need to know, and then turn him into a newt. It would mean I'd have to spend the rest of my life as a wanted criminal, on the run from the law, but… it might be worth it."
OR
[] "My rich uncle is paying for it. But he expects me to get top marks in all my exams or he'll stop paying for it next year."
OR
[] "My 'rich uncle' is paying for it. And by 'rich uncle' I mean 'he's a mob boss'."
OR
[] "I've signed a contract with the Imperial Legion. They've agreed to sponsor my training at this school for the next five years, on the condition that I graduate as a battle mage and serve them loyally for fifteen years after that."
OR
[] "To be honest, I don't know who's paying for it. But someone is. Isn't that enough?"

Remember, these 'Character Creation' posts are not part of the official canon, so anything you say won't be used against you later on. (For example, if you choose the option "My 'rich uncle' is paying for it. And by 'rich uncle' I mean 'he's a mob boss'" that doesn't mean you've foolishly admitted to a member of the school staff that you're working for the mafia-equivalent.

The format of these posts is just meant to be a fun and interesting way to carry out the Character Creation process. It's not a conversation that is actually happening.

"If you've qualified for a place at this school, you must already have demonstrated the ability to use magic in some capacity. So… if you wouldn't mind showing me your little party trick, I'd very much like to see what you can do. Well?"

What do you do?
[] Demonstrate a minor cantrip you've instinctively learnt. (Choose one)
-[] Create a tiny magical flame on the end of your finger.
-[] Cut a small hole in your robes and then use magic to repair it.
-[] Cut a small gash in your arm and then use magic to quickly heal it.
-[] Make a small object temporarily invisible.
-[] Make strange noises reverberate around the room.
-[] Reduce the ambient temperature of the room until it feels unpleasantly chilly.
-[] Send a gust of wind hurtling through the room, knocking pieces of paper off the desk.
-[] Spill a jug of water over yourself and then use magic to repel the water away from you.
-[] Summon glowing lights
-[] Use magic to increase your speed and reaction time, for a little while.
-[] Use magic to make yourself seem more charming, likeable and attractive, for a little while.
OR
[] Say, "Um, I'd rather not. What I can do is a bit too dangerous for casual demonstration." (Choose one)
-[] "I can make animals so angry that they'll immediately start savagely attacking people."
-[] "I can make people instantly fall asleep. And not just with my droning voice."
-[] "I can make people start vomiting uncontrollably."
-[] "If someone's got a half-healed wound, I can make it suddenly open up and start bleeding profusely. Don't ask me how I found out about that."
OR
[] Say, "I can curse people with boils, flatulence, halitosis, and various other unpleasant-but-not-especially-dangerous afflictions. Are you sure you want me to show you?"
OR
[] Shrug and mumble something incoherent under your breath. If you were an honest person, what you'd say would be, "I can't do magic yet. I faked my transcripts."

"Well, that all seems to be in order. Could I get a signature from you, please? Sign here."

What is your name?
[] Alastor
[] Balthalan
[] Cardos
[] Dorian
[] Endemidion
[] Fyrion
[] Galador
[] Harrius Potterus Hyrkanion
[] Iolus
[] Justus
[] Kaeus
[] Lysandor
[] Moros
[] Nerymer
[] Ozyrrion
[] Palaemon
[] Quintinius
[] Ramus
[] Scythius
[] Taeus
[] Uryxus
[] Vortanius
[] Waxillion
[] Xanthus
[] Yanos
[] Zelus
[] Write in: choose a suitable name for yourself.
The canon storyline will continue with my next update.
 
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Meeting with Your Group Tutor
Meeting with Your Group Tutor
A few minutes after Prentigold leaves the stage, you get your first glimpse of the other members of the faculty. Ten of them, at least. They're a varied bunch: some tall, some short, and some in-between; some thin and ascetic, some plump and finely-dressed, and some in-between; some old and wrinkled, some clinging to their youth and beauty for as long as possible, and some who are neither old nor young but have a peculiar ageless look about them. Descending from the stage, they approach the rows of seats where their new pupils are sitting, and divide them up into groups of four. Each group then leaves the room with one of the teachers.

In your new group, there's a skinny girl with tousled hair and a faint greenish tint to her skin, a tall girl dressed in shabby clothes, and a small boy wearing an oversized coat and an irrepressibly cheeky grin. You are called together by a woman dressed in green robes. She has dark green hair, cut boyishly short; her hands are covered in black, chitinous, claw-like gauntlets, and her eyes are like glittering emeralds. Her face is flawlessly beautiful, but in the same way that a statue is beautiful: it seems strangely devoid of life or character. She's an elf, you realise; her ears are small, delicately sculpted, and sharply-pointed. You have that in common, it seems.

She leads you out of the auditorium, along the corridor, up the stairs, and into a small office. Though spotlessly clean, it's a dingy, with flaking paint on the walls, cracks in the ceiling, and a tiny window with blurred glass that only lets in a little light. Everything in the room is plain and functional: there are five chairs; a desk with a selection of quills, an inkwell, and several neat stacks of paper on it; a wastepaper basket; and a bookshelf with a few yellowed tomes sitting on it. Evidently, she has only just moved in to this room, or else has made no effort to stamp her personality onto it.

'Good morning,' she says in a sweetly melodious voice, sitting down on the chair behind the desk. 'My name is Green Flame. For this year, at least, I will be your group tutor. That means I will be keenly observing your academic progress, discipline, and general welfare. If necessary, I will serve as your advocate within the faculty. Therefore, if you have any problems, you should come to me first. Is that understood?'

There is a general chorus of assent.

'Also, as a full-time teacher, I am this school's Master of Fire Magic,' says Green Flame. 'Or Mistress, possibly. But I prefer "Master".'

'Why?' asks the skinny girl you suspect of having goblin blood.

'It's better than being someone's mistress,' Green Flame replies. With a pointed finger, she indicates the other chairs. 'Please, sit down. And, if you wouldn't mind introducing yourselves, please do so.'

You and the other pupils sit down. The chairs are rather old and tatty, you notice. 'I'm Venta Durgensis,' says the girl with greenish skin. 'And yes, I have goblin blood.' She glares defiantly around at the rest of you. 'Got a problem with that?'

'Hey, some of my best friends are goblins!' the boy with the impish expression pipes up. 'Talented people. Taught me a lot about…' He gives a roguish wink. '…playing hide-and-seek. If you know what I mean.'

'No, I don't know what you mean.' Venta scowls at him.

'We'll discuss it later. Hey, want to earn some extra spending money? I've got some great ideas–'

'Perhaps this isn't the time,' Green Flame interjects. 'Discuss it later, as you said.'

'All right, ma'am,' says the boy, giving her a nod. 'My name's Philander Boole. I'm pleased to meetcha.' He holds out a hand for her to shake. Green Flame glances curiously down at his outstretched hand, but makes no move towards it. After a moment, he awkwardly lowers it, muttering, 'Just trying to be friendly, ya know?'

'I'm Isolia of the Sprawl,' says the tall girl, offering no information other than that. You're aware that 'the Sprawl' is the most run-down section of Tyrepheum, barely more than a shantytown, which probably means that she comes from a very poor family. You wonder how she managed to scrape together enough money to pay for her school fees.

Green Flame turns at last to you. 'And you are?'

'Dorian Valens,' you say. 'I have elven blood, but... actually, never mind.'

'All right,' says Green Flame, picking up a stack of paper from her desk. 'Now that we've been introduced, I'll give each of you a copy of this week's timetable.' She hands a sheet of paper to you and each of the other pupils. Examining it, you see that the lessons you must attend this week are planned out for you.

OOC: It looks rather like this:
Day 1 Day 2 Day 3 Day 4 Day 5
Lesson: Ritual Magic Lesson: Literacy Lesson: Alchemy Lesson: Ritual Magic Lesson: Literacy
Study Period Study Period Study Period Study Period Study Period
(Yes, the days of the week are supposed to have names, but not the same names we use in real life. I didn't include them because I thought it might get confusing.)

'As you can see, on each weekday, you have lessons in the morning,' Green Flame explains. 'Then, you have a half hour for lunch. In the afternoon, you'll continue your work in study hall until five o'clock, when you'll have dinner. After that, your time is your own. Also, the weekends are your own.'

'Why do I have to attend "Literacy" lessons?' asks Venta, frowning. 'I already know how to read and write.'

'Those are important skills, the foundation of everything else you will do at this school,' says Green Flame. 'However, if you can prove to your class teacher's satisfaction that you already know everything you need to know, you may test out of that class and move on to something more exciting. Which reminds me, I'm supposed to schedule regular meetings with all of you, at least bi-weekly, to discuss your progress and how well you're settling in to this school. Shall we do that now?'

'Maybe later,' says Philander with a careless shrug. 'I'm still trying to figure this out.'

'I'll give you a tour of the school, show you where everything is,' says Green Flame, getting up. 'If you have questions, I'll answer them along the way. Come with me.'

She strides purposefully out of the room. After a moment, you and the other members of your new group traipse after her.

What questions do you want to ask? (Choose a maximum of six)
[] "So, you're an elf, are you?"
[] "You used to be a human being before someone… mutilated you, stripped you of your soul, and turned you into what you are now. Is that right?"
[] "'Green Flame' is a peculiar name, isn't it? Who gave it to you?'
[] "I thought elves were supposed to be soulless automatons. How come you're not?'
[] "Were you crafted by one of the Elder Gods?"
[] "Were you crafted by fey spirits?"
[] "Where did you come from originally?"
[] "How did you become this school's Master of Fire?"
[] "Do you like working here?"
[] "Is there any chance that we're related?"
[] "Is there anything you can teach us? Here and now, I mean."

[] "Why were we split into groups of four?"
[] "What activities are we expected to do together as a group?"
[] "Do we get to share a room? With bunk beds? Dibs on the top bunk!"
[] "Are we going to be in the same group next year? For the next five years?"
[] "What if we have… uh, a terrible argument and then refuse to work together anymore?"

[] "Exactly what do I have to do to test out of 'Literacy'?"
[] "If I manage to test out of one of my lessons, would I be able to choose a different lesson to go to?"
-[] "What other lessons are available?"
[] "Why is Alchemy a core subject?"
[] "Why do I need to learn Ritual Magic? Couldn't I just start off learning how to use Fire Magic, for example?"

[] "Tell me more about the school rules."
[] "What are the punishments for breaking the school rules?"
[] "Is there a minimum requirement for what we need to have achieved by the end of the academic year? If we don't meet that requirement, will we be expelled?"
[] "What do I need to have accomplished by the time I leave school in five years' time?"
-[] "If I want to carry on my studies at college, how can I do that?"

[] "Tell me about Prentigold."
[] "Tell me about the other teachers."
[] "Tell me about this school. Do you know any juicy secrets?"
[] "I'm interested in joining a club. What clubs are available?"
[] "Is there anything fun to do around here?"
[] "What if I want to go into town?"

[] Ask another question. (Write in: what do you want to ask?)

Dorian will ask the six questions which get the most votes. The other pupils may ask some of the other questions which get votes.
 
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Tour of the School
Tour of the School
'I'll give you a tour of the school, show you where everything is,' says Green Flame, getting up. 'If you have questions, I'll answer them along the way. Come with me.'

She strides purposefully out of the room. After a moment, you and the other members of your new group traipse after her.
While you're jogging to keep up with her, you realise that there's something strange about Green Flame's gait. Her movements are graceful and elegant, but not particularly feminine; she prowls through the corridors like a fierce and dangerous predator, as if at any moment she's expecting to have to fight in a furious life-or-death struggle. Is that just the way she is? Or is there something particularly dangerous in this place, which you should be wary of?

'This is where you'll have Ritual Magic lessons,' says Green Flame, showing you into one of the classrooms. Inside, you find several neat rows of desks, chairs, a blackboard, and a lingering scent of bitter ashes. 'While you're in first year, at least. In second year and afterwards, you'll move to a different room.'

'I see… there are going to be forty of us in the same class?' you say, hazarding a guess, glancing around and making a rough estimate as to the number of seats available. 'So, why have we already been split into groups of four?'

'Battle mages work in teams, as part of the army. Weather wardens work in concert even when they're positioned hundreds of miles away from each other. Enchanters usually work alone, but they understand the need to work together on very large or complicated tasks. Three different types of wizard that this school is renowned for producing: all of them need to know how to work together as part of a team,' Green Flame explains. 'Therefore, this school puts a special emphasis on teamwork. Certain tasks, activities, and assessments will require you to work with a partner or with your group. From now on, the four of you are a team. You should look after each other. For the sake of your grades, if nothing else.'

'Don't we get a choice about this?' asks Venta, mutinously.

'There's always a choice,' says Philander, still smiling. 'In this case, the choice is simple: pass or fail.'

Venta doesn't acknowledge him. Instead, she asks, 'Are we going to be in the same group next year? For the next five years?'

'That depends. If one of you leaves this school and doesn't come back – for whatever reason – we'll find a replacement,' says Green Flame.

Philander's eyes light up; he looks excited. 'Do we get to share a room? With bunk beds? Dibs on the top bunk!'

'No. As first year students, you'll stay in the first-year dormitories. You each get a single bed. Boys stay in one dorm, girls in the other,' says Green Flame.

'You mentioned activities. What kind of activities are we expected to do together as a group?' you ask.

'Various,' is the reply. 'For example, when you've learned enough Ritual Magic, you may be asked to demonstrate your knowledge by working together to set up a powerful spell. Alternatively, you may be asked to complete a practical examination as a team.'

'What would this "practical examination" involve?' asks Isolia, in a whisper so quiet you can barely hear her.

'They're usually rather dangerous. Most recently, a group of students was sent to hunt mutated rats in the cellar.'

'Mutated how?' asks Venta.

'For many years, they'd been feeding on unwanted rubbish which nevertheless was suffused with magical energy: discarded ritual components, smashed and broken wands, potions that had been stashed in a corner and then forgotten about, and so on. Over time, they ingested so much magic that they grew to enormous size and developed strange powers of their own. Some of them could breathe fire, some could turn invisible, and some were completely covered in thick armour plate.'

'Did they survive? The students, I mean,' says Isolia.

'Yes, though I'm told they had a narrow escape.'

'Have the students and staff of this school been more careful about disposing of their rubbish since then?' asks Philander. He looks like he's trying to restrain himself from bursting out laughing.

Green Flame appears to give this question serious thought. 'No, I don't think so. The Headmaster said it was an excellent practical lesson. He seemed quite keen to have another one.'

'So, we've got that to look forward to,' Venta mutters under her breath.

'Uh, I wouldn't advise eating them,' Philander warns her. 'You don't know what all that magical energy would do to you.'

Baring her tiny fangs at him, Venta snarls angrily. 'Just because I have goblin blood doesn't mean I eat rats! That's racist!'

'You don't? Huh. Well, that's a shame. There's good eating on a rat – believe me, I know – I've eaten rat plenty of times,' says Philander. 'Hey, listen… if you ever change your mind, I can get you some plump, well-fed, healthy rats to eat, no problem. Just don't eat the mutated monstrosities which live underneath this school, all right?'

Hastily, trying to change the subject – while behind you, Venta explodes at Philander – you say to Green Flame, 'I'm interested in joining a club. What clubs are available?'

'I'll find you a list. There should be one on the noticeboard next to the main entrance. I'll take you there after…' She pauses, evidently decides that the tour has delayed for long enough, and then says, 'Come on, let's keep moving. No dawdling, please.'

She lopes off and away. You and the other members of your group have to scramble to catch up with her.

On your tour around the school, she shows you where to find the other classrooms, the first-year dormitories, the study hall, the library, the sports hall, several bathrooms, the dining room and the observatory. After that, you have to go outside and walk across the grounds to reach the greenhouses and the small, well-ventilated building in which the alchemists' laboratory is kept isolated from the rest of the school.

'Some days, they release clouds of noxious fumes out into the city,' Philander explains. 'People have died. That's why property prices are so low 'round here, even though it's a nice area.'

Venta rolls her eyes at him. 'Yeah, right.'

'It's true, I swear! Cross my heart and hope to die, drop down dead if I tell a lie!'

'Is that a promise?' says Venta with an unpleasant smirk.

At this point, you feel the need to tug on Green Flame's sleeve and say, urgently, 'We're supposed to work together as a group for the next five years, right? But… uh… what if we have a terrible argument and… what if we can't work together?'

She looks impassively down at you. 'I believe the Headmaster would tell you, "That's a problem for you to solve. In solving it, you have an opportunity to become stronger, to better yourself, and to forge your group into a truly impressive team. Don't waste it."' Her impression of Prentigold's voice is remarkably good; you can almost imagine that it's him speaking to you.

When you head back inside, Green Flame shows you the noticeboard with the list of clubs and societies pinned to it. You scrutinize it carefully.

OOC: It looks something like this:
Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7
          Bladderwrack League, Equestrian Society Bladderwrack League, Fitness Club
          Bladderwrack League, Equestrian Society Bladderwrack League, Fitness Club
Board Games Club, Dueling Club, Gardening Club Debating Club, Mathematics Club, Society of Pyromancers Gardening Club, Literature Club, the Apathy Society Explorers and Archaeologists Club, Poetry Club, Society of Cryomancers Gardening Club, Music Club, School Choir Astronomy Club  

'Why is the "Society of Pyromancers" crossed out?' you ask. 'And the "Society of Cryomancers" as well?'

'The Pyromancers were enthusiastic advocates of fire magic. Their society was banned after they burnt down one of the school outbuildings. Their rivals, the Cryomancers, were practitioners of ice magic. Their society was banned after they managed to destroy the school's plumbing system,' says Green Flame. 'Also, I should make you aware that the Dueling Club is not open to first year pupils.'

You glumly examine the sheet again. 'So… the only clubs I'm allowed to attend are the ones that don't involve using magic?'

'That's not true!' cries Philander. 'We could sign up for the Bladderwrack league!'

'What's Bladderwrack?' you ask. Already you suspect that you're going to regret asking that question. Philander launches into an absurdly-detailed explanation of the game he refers to as "the sport of kings! Mage-kings, that is!"

'It's a sport. Two teams, a playing field divided into two halves, and two goals. Neither team is allowed to venture into the other team's half. Instead, they must move the ball into the other team's goal by magic,' Green Flame explains much more succinctly. 'Originally, the game was played with inflated pig bladders, which were often "wrecked" and had to be replaced. Hence the name "Bladderwrack".'

'I thought bladderwrack was a type of seaweed,' you mumble.

'Oh, it is. That's why it's considered lucky to wear a sprig of seaweed while you're playing the game,' Philander assures you. 'All the top players do it!'

You're starting to get a headache. Philander's relentless enthusiasm is wearing you down. You just have a few more questions and then maybe you can go to lunch.

'Anyway, uh… can you tell me about the school rules?' you ask.

'In their simplest form, the school rules can be boiled down to a few guidelines: take pride in yourself and your work, and be as good a student as it's possible for you to be; do nothing to damage the school's property or reputation; and do no harm to other students, staff members, or innocent civilians,' says Green Flame.

You ponder for a moment, then give a nod. 'And what happens if someone breaks those rules? How do they get punished?'

'It depends on the severity of the offence. For minor acts of rule-breaking, a warning – or what some of my colleagues refer to as a "stern talking-to" – is usually enough. Provided that they don't do it again. As punishment for more serious wrongdoing, the culprit might have some of their free time or privileges taken away from them; they might be banned from attending a club they enjoy, or forced to spend their evenings sweeping and cleaning instead of spending time with their friends. Also…' Her face, normally so expressionless, briefly spasms in a faint grimace of distaste, which is gone almost as soon as it appears. '…some of my colleagues believe that pain is the best teacher. Better than them, certainly. They are firm believers in the use of canes, whips, rods and other instruments of corporal punishment for the purpose of correcting errant behaviour. Beware of them.'

Venta covers her mouth with one hand, looking nervous for the first time since you met her this morning. 'And how do they feel about… uh, for example, people with goblin blood?'

'I think… anyone who could be so eager to hurt a child for what they think is a "good" reason… could quite easily bring themselves to hurt a child for not-such-a-good reason,' Green Flame says slowly and carefully. 'If they're having a bad day, for example.' Very deliberately, she turns her head to gaze at each of you in turn. 'If that boy won't stop talking all the time. Or if that girl "disrespects" them by turning up to a lesson in tatty clothes. Or if that other boy won't stop being annoyingly hesitant. Or that other girl, because she's got goblin blood, she probably deserves it.' She pauses and takes a deep breath. 'That is what they might think.'

'How can we prevent that?' you ask. 'If they're the teachers, it's not like we can avoid being in lessons with them.'

'Look out for each other. You're a team: act like it,' says Green Flame. 'And, if there are any incidents, inform me immediately. I will protect you as well as I can.'

'That's not entirely reassuring,' Venta mutters.

'Back to my questions,' you say. 'If we don't do well enough in our schoolwork, what will happen? Will we be sent away?' You don't think you could bear the shame of that happening and having to explain it to your parents.

'If your academic performance is unsatisfactory, the most likely outcome is that you will be asked to repeat a year. Which could be very expensive. If someone else is paying for your school fees, I doubt they'd be very pleased; they might refuse to pay anymore. Therefore, financial pressures could lead to your being forced to drop out of school and find paying work instead. Alternatively, if it becomes clear that a pupil has no magical aptitude and their attendance at this school is a waste of time, the Headmaster will recommend that they find a different school: one better suited to their talents.'

'Sounds like it's pretty hard to get expelled from this school as long as you're still paying the fees,' Philander says cynically.

Green Flame gives a small nod. 'Indeed. Most of the expellable offenses listed in the school rules are serious crimes, of the kind which would theoretically require us to notify this city's law enforcement officials. Also, "pupils who demonstrate flagrant disregard for staff members' authority by their sustained and persistent rule-breaking" can be expelled, but it's a more difficult process, usually involving lawyers.' She turns her nose up at that last word, as if she'd just said something disgusting. 'Which is why Prentigold doesn't usually bother to expel pupils that way, unless they're really, really obnoxious.'

Over the past couple of hours, while she's been leading you around the school, it seems like Green Flame has become more animated than she was before: her facial expressions are more easily discernible and her manner of speech seems more emotional. You wonder why that is. Maybe she's warming up to you?

'What do we need to have accomplished by the time we leave school in five years' time?' you ask.

'I suppose that's up to you. What do you want to do in your adult life?' asks Green Flame. 'Do you want to be a battle mage, fighting against the empire's enemies? Or would you rather be an enchanter, crafting magical items like beautiful works of art? Or do you have ambitions of becoming a highly-respected court mage: an advisor to magistrates, regional governors, or even the emperor himself? Whatever you hope to become, you should work towards gaining the requisite skills, knowledge, and magical powers.'

Philander looks alarmed. 'Isn't it a bit early to be thinking about what we're going to do when we leave school?'

'I don't think so,' Green Flame replies. 'If you don't set goals, if you don't know where you going or how you're going to get there, how can you know if you're moving in the right direction?'

'How did you get to be this school's Master of Fire?' asks Isolia, sounding curious.

'Some years ago, Prentigold told me it was my new role,' says Green Flame, sounding hesitant at first. Then, more confidently, as if it were a statement of fact, she says, 'Because I know fire magic better than anyone else.'

'You've mentioned fire magic – and ice magic, earlier on – but what other types of magic are there?' you ask.

'Many. Almost as many as people can imagine. At this school, we teach only nine: fire, ice, earth, water, weather, life, illusion, force, and mind. Some would say those are the nine most important. But perhaps you will have opportunity to learn some of the more esoteric magical arts: light, shadow, plants, wind, electricity, and sound, to name but a few. Before his mysterious disappearance, the old headmaster, Galadan, was a master of portal magic. Soul magic is usually considered to be the province of necromancers. Time magic is supposed to be ridiculously difficult and dangerous; I wouldn't recommend you try it, unless you like the idea of being reduced to dust.'

'A great saving in terms of food, clothes, and whatnot. But there's no future in it,' says Philander, philosophically. He glances around at you and the other members of your little group. 'Hey, are you hungry? Shall we go to lunch?'

There are a few nods and vague noises of assent.

'I think that would be a good idea,' says Green Flame. 'Enjoy the rest of today, for tomorrow your lessons begin. I will see you again soon.' She turns and strides away, back up the stairs.

In the dining hall, you grab a plateful of something warm and not-very-appetizing – well, it's not like there's a lot of choice on offer. Then, you sit down with your new group and attempt to engage them in conversation. It's hard going. Philander is happy to talk, but he and Venta won't stop bickering with each other. You struggle to get more than a few words out of Isolia. You've got a great deal of work to do if you want to turn this disparate group into a functioning team.

These were the vote options, before I removed them:
What do you want to do?
[] Sit with your new group and attempt to engage them in conversation.
OR
[] Sit with your new group and arrange to speak to one of them privately.
-[] Choose one: Isolia, Philander, or Venta
OR
[] Sit on a different table. Talk to some of the other new students you haven't met yet.
OR
[] Find a table in the corner where you won't be disturbed. Eat alone.

How should I continue?
[] Carry on describing what happens next, the conversations you have, and what you do for the rest of the day. (Note: If you choose this option, I will open a second round of voting in which you can decide what you want to say, what questions you want to ask, and what you want to do for the rest of the day.)
OR
[] Gloss over what happens for the rest of the day. Start the first week of school. (Note: If you choose this option, I will start by giving you a timetable and a list of options: you'll get to decide what you want to do in the first week.)
(I removed the vote options because my readers voted to have a time skip; the original ending of this chapter was quite open-ended and I thought this would be unsatisfactory if the story then jumped straight into a time skip.)

Over the past couple of hours, while she's been leading you around the school, it seems like Green Flame has become more animated than she was before: her facial expressions are more easily discernible and her manner of speech seems more emotional. You wonder why that is. Maybe she's warming up to you?
Badum tish! :p
 
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Year One, Week One: Planning
It's time to plan out Dorian's first week at school.

This is his timetable:
Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7
Lesson: Ritual Magic Lesson: Literacy Lesson: Alchemy Lesson: Ritual Magic Lesson: Literacy Free Free
Study Period: Ritual Magic Study Period: Literacy Study Period: Alchemy Study Period: Ritual Magic Study Period: Literacy Free Free
Free Free Free Free Free Free Free
On weekdays, you have lessons in the mornings and study periods in the afternoons. These are supposed to help Dorian develop his skills.

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

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

You need to have put 15 points into a skill before you have a chance to gain a level in that skill. (For example, if you want Dorian to gain Ritual Magic 1, he would first need to gain a total of 15 points by attending Ritual Magic lessons and study periods.)

And… I was about to launch into a lengthy explanation of how this system is supposed to work, but I think it might be easier if I show you instead. I'm going to use the first week of school as a tutorial, explaining each step as we go along. I hope that by the time we get around to planning for the second week, you'll understand it better, enough that you'll be able to make informed decisions.

For now, I'm just going to ask what you want to do with the eleven free slots you have available over the course of the entire week. What actions do you want to put into each slot?

These actions are available at any time:
1. Explore the school
2. Socialize with other pupils (write in: who?)
3. Extra studying
4. Attempt to speak to a member of the faculty (write in: who?)
5. Rest
(More actions will be unlocked as you find out more.)

Because you only have Durability 2, you need to spend four slots per week on 'Resting' or you'll gain a point of Fatigue.

In the most recent update, Green Flame showed you a list of school clubs and when they meet during the week. I'll post it again here for easy reference:
Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7
          Bladderwrack League, Equestrian Society Bladderwrack League, Fitness Club
          Bladderwrack League, Equestrian Society, Bladderwrack League, Fitness Club
Dueling Club, Board Games Club, Gardening Club, Debating Club, Mathematics Club, Society of Pyromancers Gardening Club, The Apathy Society, Literature Club Explorers and Archaeologists Club, Poetry Club, Society of Cryomancers Gardening Club, Music Club, School Choir Astronomy Club  

Certain clubs are only available at certain times. So, if you wanted to attend the Board Games Club, you would have to use up your free slot on Day 1. On the other hand, if you wanted to attend the Gardening Club, you'd have three different options for which free slot you could use: on Day 1, Day 3, or Day 5.

I realise that deciding what you're going to do with each of your free periods is going to be complicated. I think it might be useful if one person came up with a plan and then other people voted for it. Or, if someone disagreed with it, they could come up with their own plan and other people could vote for that instead. Hmm... I hope that this isn't going to cause problems.

Well… let's try it, shall we?

What do you want to do in your free slots this week?
[] On Day 1, I want to… (write in: choose one option)
[] On Day 2, I want to… (write in: choose one option)
[] On Day 3, I want to… (write in: choose one option)
[] On Day 4, I want to… (write in: choose one option)
[] On Day 5, I want to… (write in: choose one option)
[] On Day 6, I want to… (write in: choose three options)
[] On Day 7, I want to… (write in: choose three options)
 
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