That would be me. Mostly for fun. Because I share Sickul's sentiment and find that these questions cut to the chase of establishing us as a conceited brat much more directly.
Also I was overwhelmed by the number of options (a maximum of 24 choices, really?), and it was somewhat of a protest vote. With so many options to choose from people can rarely agree on anything, and others give it a pass entirely, so even nonsensical votes may get through. I'd like to caution Chandagnac against structuring the votes like this.
And there are worse things to deal with than insufferable know-it-alls, so it isn't like they are going to turn us into anything unnatural just for this.
Also I was overwhelmed by the number of options (a maximum of 24 choices, really?), and it was somewhat of a protest vote. With so many options to choose from people can rarely agree on anything, and others give it a pass entirely, so even non-sensical votes may get through. I'd like to caution Chandagnac against structuring the votes like this.
In one of my previous quests, I said that I struggle to find the optimum balance between 'get the players to "write in" all of the vote options' and 'give the players such a wide variety of different vote options that they struggle to choose'. Well, I do. Sorry about that.
On the other hand, if you have criticisms of the way I've set up the vote, I gave you plenty of time to say, "Hey, Chandagnac, I think you made the vote overly complicated" before I closed the vote. Seriously, I left the vote open for a day and a half. No one said anything. Maybe I'm a bit dense at times, but if no one talks to me how am I supposed to know there's a problem?
I refuse to use the existing "discussion and votes keeps the quest going" tag because the grammar nazi in me insists that it should be "discussion and votes keep the quest going", but I'm starting to think I need something to encourage more discussion.
I refuse to use the existing "discussion and votes keeps the quest going" tag because the grammar nazi in me insists that it should be "discussion and votes keep the quest going", but I'm starting to think I need something to encourage more discussion.
Yes, I think part of it is the paradox of choice, too many options shut people down a bit. However, from what I can tell, that's mostly a consequence of this being very much early in the quest. It's a brand new and open world right now, so there is a lot to choose from. Once things settle down, the choices should follow along with more specificity. And that will likely foster more discussion. It's easier to debate over three actions rather than 20 something. I wouldn't worry. I think it'll sort itself out as votes become about specific plot lines and choices.
On the other hand, if you have criticisms of the way I've set up the vote, I gave you plenty of time to say, "Hey, Chandagnac, I think you made the vote overly complicated" before I closed the vote. Seriously, I left the vote open for a day and a half. No one said anything. Maybe I'm a bit dense at times, but if no one talks to me how am I supposed to know there's a problem?
Fair enough so here's some critisism. So I didn't vote at all because I didn't feel like I have any info on the matters the vote concerned. Like, what have people been voting for? Clubs? But all we know about them are the names. We don't know who is within the club, we don't know what exactly they do, etc. Speaking to teachers? But we only know the names of their subjects. We don't know if they are assholes, if they are competent, etc. I, for one, wouldn't want to vote for socialising with someone like Snape, for example.
Fair enough so here's some critisism. So I didn't vote at all because I didn't feel like I have any info on the matters the vote concerned. Like, what have people been voting for? Clubs? But all we know about them are the names. We don't know who is within the club, we don't know what exactly they do, etc. Speaking to teachers? But we only know the names of their subjects. We don't know if they are assholes, if they are competent, etc. I, for one, wouldn't want to vote for socialising with someone like Snape, for example.
At this early stage we are trying out most options, and we wouldn't be able to get in character information or world building without taking at least one action.
I'm afraid I'm guilty of giving that vote a pass without comment due to a plethora of options. >.> I don't like that the protest vote won, but it's not like I voted against it, so....
I would have preferred voting for what to do/try on a period by period basis so we could dig into smaller option groups, I think, even if it slowed things down at first.
We don't know who is within the club, we don't know what exactly they do, etc. Speaking to teachers? But we only know the names of their subjects. We don't know if they are assholes, if they are competent, etc. I, for one, wouldn't want to vote for socialising with someone like Snape, for example.
But that's what makes it interesting. Choices are boring without risk and the unknown. Our MC is in a new situation with very little knowledge. So of course the choices reflect that. It would remove any stakes or tension in the votes if we were given all the information on a silver platter. We have to make the choices with leaps of faith, inference and plain curiosity. Much like the MC does.
It's so much better having to make choice not knowing if the teacher is Snape or McGonagall. If the question will lead to important information or piss of the person asked. If the club is a fountain of allies and new skills or shady as hell. That's what makes it fun!
Not exactly? MC first visits a teacher's class, talks to some of his classmates, listens to how the teacher controls the class. Then he decides wether he wants to talk to the teacher or not. Or at least that could have been the case.
Also, I, personally, don't think this choice was interesting just because there was no information and we had to take a leap of faith. Since there was no information, there was no chance to pick wrong and thus I didn't care at all which vote won.
MC first visits a teacher's class, talks to some of his classmates, listens to how the teacher controls the class. Then he decides wether he wants to talk to the teacher or not. Or at least that could have been the case.
The Quest would never get anywhere if that were the case. It would stop the narrative every time any little decision had to be made. Do you really want to have the first week (in story) to take a month (real time) because every single decision needs it's own update and vote?
Fair enough so here's some critisism. So I didn't vote at all because I didn't feel like I have any info on the matters the vote concerned. Like, what have people been voting for? Clubs? But all we know about them are the names. We don't know who is within the club, we don't know what exactly they do, etc.
Huh. What exactly would you expect to know about the clubs, other than the names? To me, that seems entirely realistic and representative of my own experiences. At school (and later, at university), I'd hear the name of a club and think, "Hey, that sounds like something I might be interested in." And then I'd have to decide for myself if I could be bothered to go along to that club and find out more.
Speaking to teachers? But we only know the names of their subjects. We don't know if they are assholes, if they are competent, etc. I, for one, wouldn't want to vote for socialising with someone like Snape, for example.
I'll admit I was surprised when people voted to fill their free action slots with 'speaking to the teachers', but that is what most people voted for*. I had nothing to do with it other than listing some of the options that would be available.
(*That is to say, it's the plan that got the most votes. All of the other plans got fewer votes.)
After that, the reason I gave so many options for what you could say to the teachers was because I was kind of bemused by the whole thing. Like, "You want to talk to the teachers? Already? But you don't know anything about them yet? Ugh, fine... here's a long list of options."
I dunno, should I do away with the entire system of voting and move this thread into the 'User Fiction' section instead?
The Quest would never get anywhere if that were the case. It would stop the narrative every time any little decision had to be made. Do you really want to have the first week (in story) to take a month (real time) because every single decision needs it's own update and vote?
No. But we could have been given a glimpse of their characters by reading about MC's first week and then start quest system proper for the second week. I don't think it's improbable to have MC do nothing but mandatory activities for the first week as a part of acclimatisation to school system.
Huh. What exactly would you expect to know about the clubs, other than the names? To me, that seems entirely realistic and representative of my own experiences. At school (and later, at university), I'd hear the name of a club and think, "Hey, that sounds like something I might be interested in." And then I'd have to decide for myself if I could be bothered to go along to that club and find out more.
Well, like, who's their president? Are they elitist and accept only nobles or are they a place for bullies? What was the latest activity the club organised? How do others think about such clubs? How big are these clubs? What advantages does being in a club bring to a student?
Hey, don't take this too seriously. It's just my opinion, and it's not everyone's or even that of a majority here. I myself think that the system will be fine once the story starts rolling proper and we get some plothooks.
@Chandagnac - I think some of it is just growing pains with the first (IC) week of the quest? As I personally voted to try out a bunch of clubs instead of talking to the teachers (for the most part) on the first week I can't comment on that line of thinking, it just remains to be seen how everything will go. I'd maybe have just done a write-in option for what to talk to the teachers about considering how early it is, but I dunno.
No. But we could have been given a glimpse of their characters by reading about MC's first week and then start quest system proper for the second week. I don't think it's improbable to have MC do nothing but mandatory activities for the first week as a part of acclimatisation to school system.
Well, like, who's their president? Are they elitist and accept only nobles or are they a place for bullies? What was the latest activity the club organised? How do others think about such clubs? How big are these clubs? What advantages does being in a club bring to a student?
I think it would be difficult for you to find out any of those things without either: A) attending the relevant club or B) asking somebody about it (which is what the socializing options are for).
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
There are a number of options I haven't added to this basic list of possible actions (and some of them are fairly obvious actions such as "Exercise" or "Visit the Library") because I thought it would be easier to start with a slimmed-down list and then expand it later on after you'd had a chance to discuss things with relevant NPCs. (For example, the Fitness Club might give you some useful tips on how to exercise without injuring yourself.)
Huh. Starting small and then expanding later on. If only I'd stuck to that resolution.
@Chandagnac - I think some of it is just growing pains with the first (IC) week of the quest? As I personally voted to try out a bunch of clubs instead of talking to the teachers (for the most part) on the first week I can't comment on that line of thinking, it just remains to be seen how everything will go. I'd maybe have just done a write-in option for what to talk to the teachers about considering how early it is, but I dunno.
There are a number of options I haven't added to this basic list of possible actions (and some of them are fairly obvious actions such as "Exercise" or "Visit the Library") because I thought it would be easier to start with a slimmed-down list and then expand it later on after you'd had a chance to discuss things with relevant NPCs. (For example, the Fitness Club might give you some useful tips on how to exercise without injuring yourself.)
I think you got it completely inverted.
Talking to NPCs requires stuff to talk about.
You probably could have left out the Talk To NPC without any agenda without any harm at this point, because the obvious actions there are clear, directed and produce immediate results while we know zero about the NPCs and whats actually worth talking to them for.
I have to admit that I was disappointed that it was the 'talk to the teachers' plan that one, to the extent that I didn't cast a vote because I didn't really care about the outcome. I felt it was too early, and a lot of the other plans focussed on what I thought were better starting points - checking out the clubs, following up with Green Flame, just doing some extra study to get our feet on the ground. I'm honestly a bit confused about what's so interesting about the faculty.
I think you got it completely inverted.
Talking to NPCs requires stuff to talk about.
You probably could have left out the Talk To NPC without any agenda without any harm at this point, because the obvious actions there are clear, directed and produce immediate results while we know zero about the NPCs and whats actually worth talking to them for.
That's because I originally intended for you to use the "socialize" and "speak to a member of the faculty" actions to converse with characters you'd actually met (e.g. Prentigold, Green Flame, your team, etcetera). Obviously, I made a mistake in not specifying that they couldn't be used to converse with characters you hadn't yet encountered. Oh well, lesson learned.
Anyway... I'm going to put my latest update in a separate post. I know some people who like to use the threadmarks to read through a story without looking at the comments, and I don't want to make this harder/more annoying for them.
I have to admit that I was disappointed that it was the 'talk to the teachers' plan that one, to the extent that I didn't cast a vote because I didn't really care about the outcome. I felt it was too early, and a lot of the other plans focussed on what I thought were better starting points - checking out the clubs, following up with Green Flame, just doing some extra study to get our feet on the ground. I'm honestly a bit confused about what's so interesting about the faculty.
On your first real day of school, just after breakfast, you go to your first Ritual Magic lesson, taught by Professor Halie Glossoloria. She is an elderly woman, gnarled and withered, with sunken cheeks, fever-bright blue eyes, and hair like the finest silver thread. 'Welcome, one and all,' she says, waving for you and your classmates to sit down. 'Now, before we begin, who can tell me: why are we here?'
There is an uncomfortable silence. Philander sticks his hand up and says, 'We were hoping you'd know the answer to that, Miss.'
'Ah, delightful,' says Professor Glossoloria with an amused chuckle. 'What's your name, young man?'
'Philander, Miss. Philander Boole.'
'Boole, hmm? A prodigious family.' She stalkers closer to him, looking him up and down with the air of a cattle breeder examining a promising specimen. 'Haven't I taught your elder brothers and sisters?'
'It's possible,' your teammate says noncommittally.
She gives him a piercing stare. 'Envy, Acedia, Hubris, and Simony, I mean.'
'Oh, them. Yeah, sure you did.'
'Now, that wasn't so hard, was it?' Professor Glossoloria, clapping her hands together in an expression of childish glee. She glances around the room at all of the new pupils who have been given to her for their first lesson. 'Can anyone else answer my question?'
A pudgy, solid-looking boy you haven't met before, sitting a few feet away from you, is next to speak. 'No, you haven't taught any of my brothers and sisters,' he says pugnaciously, sticking out his jaw. 'I'm an only child.'
Professor Glossoloria laughs again. 'Perhaps I didn't make myself perfectly clear. I was referring to the first question I asked: why are we here?'
'Uhh… in general, or specifically?' the heavyset boy asks.
'Specifically, if you please.'
'Well, it's obvious, isn't it?' The boy looks around at his neighbours, seeking reassurance. 'To learn Ritual Magic.'
'Ah! Now, we're getting somewhere!' The professor puts on a pleased smile. 'But what is Ritual Magic, young man?'
The boy shakes his head, looking lost for words. He licks his lips, nervously. After a moment, he mumbles, 'The Headmaster said… the entire world is based on rituals. That's how the gods made it. Or sommat.'
'Well done. Yes, that's close enough,' says Professor Glossoloria, a triumphant gleam in her eye. 'With our rituals, we are mimicking the work of the Elder Gods: whereas they defined what this world is, what its rules are, what can and cannot exist; we use rituals to bend the rules, to warp reality and rewrite its laws to suit ourselves, if only for a few moments.' She looks down at the heavyset boy who did his best to answer her question. 'And what's your name, young man?'
'Vyron,' he mumbles. 'Vyron Matares.'
'Son of General Matares?'
Vyron sits up a little straighter in his chair. There's an almost defiant expression on his face. 'The same.'
Professor Glossoloria glides away from him, explaining to the class that, 'Of course, some of you have an instinctive magical talent. You already know how to cast simple spells without the need for a complex ritual. All you need is the will and your own magical power – so, you may be wondering, why bother with a ritual? Now, there is a theory that all spells involve ritual to some extent, even if the only "ritual" you need to cast a cantrip is to get yourself into the correct frame of mind, but I've noticed that some of my most talented pupils find it difficult to transition from their instinctive, almost-effortless casting of basic cantrips to the laborious, time-consuming process of drawing ritual circles, using arcane runes to clearly define the range, purpose, and duration of their spells; and the correct placement of symbolic components which have a sympathetic connection – either imitative or corresponding – with whatever they're trying to do.'
She sits on her desk, dangling her feet over the edge. 'You see, there are two things you need to cast any spell: power and will. You're only eleven and don't have much experience of magic; I'd guess that each of you have enough power to set a candle alight. Maybe a little less, maybe a little more. Right now, if you were being chased by a monster and you wanted to hurl a ball of flame at it, you couldn't do it; you don't have enough power. But a ritual would gather power for you, making your spells much stronger than anything you could manage on your own. Alternatively, there are some things which are too difficult or complicated for you to accomplish. Your will simply isn't strong enough to overcome the terrible weight of reality insisting that its laws are just so. Which is why it's useful to have a ritual to do the hard work for you, to steadily erode the laws of reality with ceaseless insistence that things should be different, and to maintain your spells even when you get tired or distracted. Rituals may seem frustratingly complicated at first, but I assure you they will save you time and effort in the long run.'
Over the next few hours, Professor Glossoloria shows everyone in that class a new cantrip, which enables the caster to create a glowing ball of light and use their merest thought to make it float back and forth, this way and that. Before long, the classroom is filled with glowing lights, as if this were a musicless dance party or a convention for will-o'-wisps. Then, she demonstrates a simple ritual which can be used to alter the spell: to increase the size of the glowing ball of light, make it more intense, change the colour, or make it emit a small amount of heat. You find this activity quite absorbing; you're surprised when you realise it's nearly the end of the lesson.
Dorian just learnt the 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.
'We can't afford to give a textbook to each of you. Unless you're willing to pay,' says Professor Glossoloria, holding a seemingly inexhaustible stack of textbooks and giving one to each member of the class. 'Which is why I'm giving you these instead.'
'Um… aren't these textbooks?' asks Philander, turning his over in his hands.
'Correction: they're illusory textbooks.' The professor smirks. 'If you look on the back, you'll notice the arcane glyph which sustains them, makes them look and feel real, makes it so that you can read them, for as long as the spell lasts.'
'And how long will the spell last?' asks one of your classmates whose name you don't know. With her long, shiny black hair and artfully-applied cosmetics, she looks like a pampered princess in a pretty dress, as if she came here thinking she was competing in a beauty contest rather than attending a school for young mages.
'About three days,' is Professor Glossoloria's reply. 'Your homework – if you choose to think of it as "homework" – is to find a way to extend that time. I shall be very impressed if any of you manage to preserve your textbook until this time next week.'
'What happens if we don't?' asks Venta. 'If we fail?'
'Then you won't get a prize. So please, try your best, won't you?'
A bell rings, echoing through the building. Hearing that sound, everyone sits bolt upright.
'It's time for lunch, dears,' says Professor Glossoloria, glancing out of the window. Run along now, won't you?'
You've gained 2 experience points towards learning Ritual Magic.
After that, lunch is… rather unmemorable. Or maybe that's because someone has gone to remarkable lengths to make the food as blandly nourishing and filling as possible: you feel full almost before you're aware that you've eaten anything. Several minutes of your life have passed by, vanished into a fog of unutterable tedium; when you emerge from it, you're not entirely sure what just happened. But you must have eaten something, right? Your plate is empty and you've no desire to eat any more. It's time to move on.
In the afternoon, you have several hours of 'study hall'. This means that you and the other thirty-nine first year pupils are expected to sit quietly, do your 'homework', read through the textbook, and revise what you've learnt so far, with minimal adult supervision. Professor Helakgond, the Master of Weather Magic, is seated at the front of the room, but he's embroiled in his paperwork and seems unlikely to stir himself for anything less than a full-scale riot. Fortunately, even your rowdier classmates are still very unsettled and unsure of themselves because it's their first day at this new school, so there aren't any problems with this arrangement, at least not at first.
Examining the 'illusory' textbook, you have to admit that it looks and feels very real to you. The smooth texture of the slightly yellowed paper, the thick leather-bound cover, even the smell – that musty smell – if it's an illusion, you find it difficult to distinguish from the reality.
Flicking through the pages inside, you find chapters describing some of the things you learned in class today in much greater detail. Also, there are lists of the most common runes, symbols and shapes used in arcane rituals. Apparently, most wizards tend to use the same or similar runes, for a number of reasons: convenience, ease of use, and as a safety measure. Straight lines are easier to scratch into hard surfaces if you need to cast a spell in a hurry. When you're putting together a ritual, making mistakes can be disastrous; it's useful to be able to look over your designs and – at a glance – see how it all fits together and what everything is supposed to do. Sloppy runework is usually evidence of sloppy thinking, which can lead to sloppy spellcasting, which is likely to get you killed. It's important to know and understand everything you're putting into a ritual. If the spellcaster is confused by any of it, the spell will – at best – fizzle out as soon as it's activated.
Some especially paranoid wizards refuse to use the same runes as everybody else; they invent their own runic languages so that no one will be able to understand their ritual spells. This can be useful: it prevents copying or counterspelling, but it takes a great deal of time and effort to design a new runic alphabet and then learn it well enough that you can actually use it. Also, it's possible to deliberately mislabel one of your rituals so that it does something other than what the runes say it should do, but doing that makes the runes useless for their normal purpose; therefore, a wizard trying this ploy must take much greater care when casting the spell. The slightest lapse in concentration can turn a deliberate ruse into a genuine mistake.
To be honest, you're not sure that you understand everything in the textbook, but you've made a start. Turning it over and looking at the glyph on the back, you compare it to the shapes and symbols you found listed inside. As far as you can tell, it's a very simple design, which does nothing else except perpetuate the illusion. How the illusion was created in the first place… well, you don't know, but you'd guess that it involved a different and much more complicated ritual, separate from this one.
Hmm. It's an arcane circle divided into three segments. There's one part which stores magical energy, one part which uses magical energy as fuel to keep the illusion going, and one part which anchors the illusion to… something. Whatever it is I'm actually holding, but can't see because it's covered by the illusion, you think to yourself. Over the next few days, the store of magical energy will be depleted until the ritual can no longer sustain itself, after which the illusion will fade away completely.
You frown. Although you understand the problem, that doesn't mean you know how to solve it. 'So… how do I fix this?'
Do you have any ideas for how Dorian could solve this homework challenge?
[] Write in
You don't have to do this, but I'd like it if you put forward some ideas. This is a way for me to gauge how well I've explained my fictional world's magic system: do you understand how it works well enough to solve a fairly simple problem?
By this time, several pupils have abandoned their textbooks, huddled together in small groups, and starting talking quietly with each other. They've realised that Professor Helakgond won't do anything to reprimand them so long as they keep the noise down and don't disturb him. You decide to take this opportunity to talk with the other members of your new team.
'Hey,' you say, moving your chair closer to them. 'We need a team name. Apparently, our official designation is "Cadre 1F", but that doesn't exactly roll off the tongue, does it?'
Venta sighs morosely. 'Do you have any ideas?'
'I propose "HYE" as a team name. It's short for "Here for Your Extermination" or "Higher than Your Expectations",' you say.
'How about "WYE" instead?' she replies. 'Because… why? I mean, seriously: why?'
'We could call ourselves "Boole's Heroes",' says Philander with a dreamy expression on his face.
'Ratslayers,' says Isolia softly.
Philander gives her a questioning look. 'How do you mean that?'
'Green Flame told us about students being sent to hunt giant rats. I'd bet we'll get sent to do that job later on. And everyone will think we've got amazing powers of clairvoyance if we've already been calling ourselves the "Ratslayers" for years by then.' That's probably the longest you've ever heard Isolia talk about anything, so far. She seems like such a shy girl; it comes as a surprise to hear her talking so animatedly.
'Do you like the idea of hunting rats?' you ask.
'Sure. It's what I'm familiar with,' she mutters.
'We could call ourselves "the Dream Hunters",' says Venta.
'Isn't that a reference to an old legend about goblin heroes?' asks Philander.
'Yes, but it has another meaning. We're all here because we have a dream, a wish to become something more than we are, and we came here to pursue it. That's why it's a good name for us.'
'A bit derivative, though, isn't it?' Philander shakes his head. 'I guess none of us have a good idea for a team name. We'll have to be Cadre 1F, at least for now.'
'That was mean, Phil,' you say, as Venta goes off in a huff.
'The truth hurts,' he says with a shrug. 'How did you find out our "official designation", anyway?'
'On the noticeboard Green Flame showed us, there was a whole list of them. With names of who's in which group as well,' you say. 'Uh… there was something else I wanted to say: if we spent some time practising and training our skills together, we'd probably improve faster.'
'Probably,' Philander agrees.
'Well, why don't we do that? Maybe we could find a place to hang out, sometime?'
'Sure. Name a time and place,' says Philander. He glances at Isolia. 'How about you?'
'I don't mind,' she says. 'But what about Venta?'
'I'll tell her,' you promise.
You've unlocked a new action: Training with your team. From now on, when you're planning out the week's timetable, you can choose to fill one (or more) of your free slots with this.
'I know a useful cantrip. It makes me faster and more agile.' You glance around the crowded study hall. 'But… maybe this isn't the best time or place for a demonstration.'
'So, what's your point?' asks Philander.
'Well, I'd be willing to teach it to all of you – we're a team, right? I was thinking that we could share any cantrips we know and get ahead of the curriculum that way.'
'Um… I know a cantrip,' Isolia admits. 'But… like you said, this isn't a good place for it.'
'Just this morning, I learnt how to make glowing lights,' says Philander. 'That the sort of thing you had in mind?
'I meant cantrips we haven't been learning in lessons,' you say.
'Can't help you there.'
You stare at him for a moment. There's something guarded and closed-off about his expression. 'Where do you come from, Philander?' you ask him.
'This city. Can't you tell?' He laughs mockingly. 'I'm a model citizen, ain't I?'
After getting to know him a little better, it seems like you've scraped off Philander's outermost layer of cheery optimism and found a much less pleasant layer underneath: scornful and rancorous. You don't like it much. You turn to Isolia instead. 'How about you?'
'Dirt. Poverty. A life of snatched opportunities,' she replies.
'And yet, you're here,' you say.
She lowers her head. 'Someone thought I had potential.'
'Well… is there anything you like doing?' you ask, trying again. 'Do you fancy joining one of the school clubs, maybe?'
'I quite like gardening,' she mumbles. 'Um… I mean to say… I like the idea of gardening.'
'My brother Simony is part of the Apathy Society. But I'm not allowed to talk about that,' says Philander.
You frown at that. 'Why not?'
'Why do you think?'
'I don't know,' you admit.
'Well… I'm certainly not going to talk about it here, in front of everyone.' He hunches his shoulders and wraps his oversized coat more tightly around himself, as if trying to hide inside it.
'Didn't you have some ideas for how we might make some extra money?' you ask.
He brightens somewhat. 'Oh, yeah. My brother, Simony. He runs a thriving business, selling things to other students. Things they want or need: proper food, sweets, herbs, spell components, spare scrolls, booze, minor magic items… y'know, that sort of thing.'
'And did he acquire all these things legally?' you ask.
'Hah! What kind of question is that? Anyway… he needs somebody to mind his stall for a couple of hours each weekend. Just a couple of hours, easy work, and he's offering a silver shard a time. How about it?'
'I'll think about it,' you say dubiously.
You've unlocked a new action: Minding Simony's stall. This action is only available at weekends.
You've gained 1 experience point towards learning Ritual Magic and 1 experience point towards improving Dorian's Social Skills.
Also, because you were able to speak to your team during your study session (merging the two actions together), you get a bonus action!
What do you want to do with it? (Choose one)
[] Explore the school
[] Socialize with other pupils (someone you've actually met, please)
[] Extra studying
[] Attempt to speak to a member of the faculty (i.e. Prentigold, Green Flame, or Glossoloria)
-[] E.g. Ask Green Flame about the various school clubs that are on offer.
[] Rest
[] Training with your team
[] Attend a club (either Board Games Club or Gardening Club)
I'm not too sure about how magic works at this time, but perhaps we can copy the arcane circle onto a piece of random paper and feed it bits of magic energy? We would do the 3 parts on 3 separate pieces of paper and check the functions, then combine 2 onto a paper at a time. @Chandagnac This is somewhat plausible or bunk?
Do you have any ideas for how Dorian could solve this homework challenge?
Based on what the teacher told us, it seems like rituals pull energy from their surroundings. The first thing I would look for is some kind of switch or something we can trigger in the battery to get the ritual to pull in more energy.
If that is a no go, then try to add our own energy to the battery.
I kind of liked the name Dream Hunters, but for a name we could also reference Green Flame in some way. I'll keep thinking about it.
[X] Attend a club (Gardening Club)
-[X] Invite Isolia to come with you
Seems like she would be easiest to befriend, and she could use a good friend here.
I think it should be possible to simply ADD one or more magical storage runes to it. The issue will be doing it without disrupting the arcane circle and in adding enough power- we'd probably need to learn more on arcane circles and expanding them in order to it without destroying the illusion. Might be able to just add a ring around the circle with another storage rune feeding power to the portion we want, but it is probably more complicated than that.
[X] Attempt to speak to a member of the faculty (i.e. Prentigold, Green Flame, or Glossoloria)
-[X] Ask Green Flame for help on the Textbook problem. Couldn't hurt right? Just talking advantage of all resources available.
Textbook problem
Some (seemingly) relevant information:
"Anything that disrupts the ritual – even for a moment – will break the spell, so be careful of that."
So, we have to be careful about messing around with the Arcane Circle.
"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."
Hmm, It's likely beyond us to reduce the ritual down to a spell.
"There's one part which stores magical energy, one part which uses magical energy as fuel to keep the illusion going, and one part which anchors the illusion to… something. Whatever it is I'm actually holding, but can't see because it's covered by the illusion, you think to yourself. Over the next few days, the store of magical energy will be depleted until the ritual can no longer sustain itself, after which the illusion will fade away completely."
So there are three areas we could aim towards.
Adding more magical energy to the storage part.
Reduce the amount of magical energy consumed in the fuel usage part.
Okay. That Textbook illusion ritual? That's some clever thinking by the teacher.
The part that stores energy, we need to stick energy in there from...Somewhere. Perhaps our own reserves to start.
Better might be to experiment with the second part, that burns the energy to power the illusion-an alternate method might be to figure out a ritual that channels energy into that 'burning for maintenence' part of the circle so that it draws from our own inserted ritual rather then it's own internal battery.
...Personally, part of me wants to get REALLY ambitious and copy that third piece, that anchors the illusion. We could do things like anchor it to food&water, undercut that stall of Philander's brother...And then when our classmates eat it and the magic powering said illusion runs out...Though I think we should be careful WHO we do that too, lest we gain significant displeasure...