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Lore Post: The Deep-Sea Ruins
Old Vorstal, as it is known, was a city built by the pride of man. Well, the pride of man who had become more than man, and less than man. The pride of the Undying.

Old Vorstal was not as new Vorstal today. It was a city of defenses within great manses, each owned by one of the Undying, and great ziggurats and halls of treasures owned by the Emperor himself. Where other cities overflowed with the flits that made up the vast majority of the Empire, Old Vorstal saw few enough of them - the Undying Clans took up residence there to be closer to the halls of power, though the greatest of the Undying rarely came there, knowing their enemies at court might take advantage and seek to kill them.

As such, each manse was a defensible position of the highest order, and the personal possessions of the Emperor were even moreso. Defended caches of artifacts, massive books of runic knowledge, hoarded piles of gold - all these and more found their place in Old Vorstal.

When the Saint sunk the city, the treasures of the city went beneath the waves. However, these were no mere defenses of an amateur's laboratory. These were the defenses thought up by the greatest of the Undying, defenses that were designed to flense the skin off anyone bold enough to enter while living, and shatter the bones of any foolish enough to enter while unliving.

Most of them are still intact today. While many caches have been recovered, the mortality rate in recovering these ancient artifacts is quite high, and the defenses themselves are well worth investigating. The runic defense systems are unlike any existing today, the Emperor having been the greatest runesmith in all history by quite a considerable margin. Even a copy of a deactivated system is worth thousands of numismata, and uncovering an entire new cache would be worth enough for most to buy their own small town - uncovering one of the greater caches (of which none have been recovered as of yet) might raise one to the status of a new Family within Vorstal.

Expeditions to the Ruins are quite common, as some defenses do weaken and falter over time - these are monitored, and treasure hunters will descend upon any place that looks weak enough to be entered as soon as they can. As such, the contests over even the least of the caches can be quite violent, and often deadly.

Indeed, even if a team of hunters breaks into somewhere previously thought well-defended, they will see their find contested rather quickly, as the Ruins are seen as a free-for-all, though all finds must then be examined by the Council of Five, who generally levy a significant portion of the knowledge or artifacts recovered as a tax. In Vorstal, those artifacts and knowledge are not legally the property of the finders until that tax is paid (this particular law is why murder and violence are so common in the Ruins), and any team unwise enough to try and keep an entire find for themselves would generally be assassinated quickly.

Expeditions to existing excavated manses and ziggurats are less dangerous - those registering as researchers are not permitted to bring anything back to the surface, whether it be copies of information or items, as if they do such items are confiscated. Treasure hunters tend to ignore the researchers, as the life of a treasure hunter is dangerous enough already.

Most treasure hunting teams tend to consist of three to four people. A combat mage, who can cast several powerful combat spells quickly. A utility mage, capable of maintaining air bubbles or liquid conversion shields for the group, as well as casting a variety of scrying and anti-scrying spells, as well as a great number of water mobility spells. Lastly, a runic specialist, there specifically to examine the runic traps and defenses facing the team.

Most teams tend to have two combat or utility mages, seeking to either expand their combat ability or mobility in order to quickly escape once goods are found, or defeat enemies and take their finds. Larger excavation teams are rare, simply because the violence and risk of the Deep-Sea Ruins does not attract many mages. Only those who are most given to both violence and greed find themselves taking immense risks with their lives and the lives of others for equally immense reward in coin and power.
 
4.1.1 - Week 4 Weekdays
The week started off fine.

Tutoring with Edward was difficult, though. It wasn't that he was stupid, or having too much trouble following along.

"Ulos. Pay attention."

It wasn't that he wasn't paying attention, well, not completely. It was that he was having trouble copying down the relevant notes for Henrietta and focusing on what Edward was saying. Edward looked down on him, somewhat frustrated.

(Magical Theory Tutoring Rolls: (4+1-1)+(1+1-1)+(1+1-1)+(1+1-1) = 7 * 4 = 28. Gained +1 Magical Theory. Current +18 Lore: Magical
Theory (7/25 next level))

"
Ulos!"

Ulos looked up from his hastily-copied notes.

"What?"

"You're not focused. What are you doing?"

"I-"

"Water. We're on water again. I want you to give me a notion of how water spells use power as they expand in vertical size, as well as a notion of spell complexity."

"Um, well.."

His voice trailed off, and Edward looked down at him.

"Tch. Figure out what's going on in your head and come back to me, Ulos. I'm not interested in people who can't even pay attention."

The rest of the day was not much better, however. Edward looked at him with barely-disguised contempt, though that didn't seem much different from usual. He sent Ulos back to get his own lunch, a difference from last week. At the end of the day, Edward looked him up and down and spoke.

"Do better next week."

Ulos could only nod miserably.

At the end of the day, though, he walked with Madavian to a room downstairs and knocked.

Henrietta had her own private room, different from theirs. Larger, too, which made him feel jealous, what with Abraham crashing on their floor.

"Henry..."

Madavian's voice trailed off.

She looked up, and Ulos noticed the faintest rings of red around her eyes.

"Don't even talk to me, Madavian. Not right now."

Ulos spoke up.

"Henrietta. We didn't know you'd be a target. We do now. Here's the notes from both Madavian's class and my private tutoring for Theory. We'll bring you everything we can throughout the week."

She looked up.

"Thanks, but if you think this means I'm taking on your enemies..."

Madavian shook his head.

"Henry, you're a Junotrin ally. That means you get protected against enemies like these. Right now, we're going to mitigate these effects. I think I'll find a way to communicate how disappointed Family Junotrin is in this outcome, and how bad it might be for the Preparatory's future donations and grants if it were to continue. Then we'll hit back. You're not required to help."

She hiccuped.

"Thanks. I... thanks. Leave me alone now, anyway. I need to study."



Souls and Spirits was just as bad. Copying useful notes and ideas down for Henrietta had left him with little time to study properly

(Training Roll is (1-1) * 4 = 0. No gains)

Magical History and Spellweaving didn't fare much better. He barely learnt anything all week, constantly ferrying notes and ideas back to Henrietta. Still, she seemed happy, and was pretty intent on studying in her room in order to catch up to where she would've otherwise been.

(Training Roll: ((2-1*4) = 4. +11 Lore: History (1/20 next level)


(Training Roll: ((2-1*2) = 2. +5 Spellweaving (1/5 next level))




Next on the list was appraising the Artifact he had. Still nothing. Finding someone to do this discreetly was tough, and he had spent the week running around after Henrietta and desperately trying to keep up with his classes. He just had too much on his plate at the moment to do this effectively.

(Roll: 23 + 10 (CHA) vs DC 50. Failure.)




It was at the end of the week that they decided to hold their usual study group. Ulos figured he'd run it past the other two, and see if they could do pure magical theory. Better than history at the moment, what with Abraham being behind. Sunette might mind, but she might not, and to be honest, she didn't figure into Ulos's calculus at the moment.

He walked down the corridor to deliver a few notes from Magical Theory he'd copied across to Henrietta. He knocked on the door. Once, no answer. Twice more, no answer. He was almost ready to leave when the door creaked open, revealing a rather frazzled Henrietta. He had only seen her with perfect hair and skin, but her hair was unbrushed and her face oily, her glasses sitting askew on her face.

"Hi. More notes?"

"Uh, sure. I wanted to ask, did you want to come to our study group? Maybe get an advance on next week's Theory?"

She looked down at herself, and shook her head.

"Not that I don't want to, even like this. But I'm banned from the Library. Unless you want to study somewhere else?"

"Your room is pretty big, right? I could bring Abraham and Sunette if you want, study together?"

She pursed her lips.

"All right. Give me an hour to tidy up."

"Sure thing!"

He walked away, and down to Sunette's room. He knocked, and she promptly answered.

"Hi, Sunette."

She looked at him. They hadn't really talked at all since the thing with Abraham, though she showed up to study each week. Where there had been a burgeoning friendship, now there was just a sort of habitual, occasional contact.

"Oh hi, Ulos. What is it?"

"Um, we're looking to change the study group location. Henrietta's room. She's had... some trouble, lately, so she can't go the Library. So we're thinking of relocating there today, but we'll be back to usual next week."

Sunette sighed.

"Look, Ulos..."

"Yeah?"

She shook her head.

"It's not that I dislike you, or Abraham. It's just... studying with you isn't a great idea for me right now. Making an enemy of the Aleivas boy means I'm a target, you know. I thought I'd be fine, but your friend Henrietta shows that maybe I won't be. Maybe I don't show up, ok? Nothing against you in the slightest, just..."

Ulos nodded. He hadn't really expected anything from Sunette since the incident with Thomas, so he didn't feel all that disappointed.

"I understand. Talk to you later."

He turned and left.

Later on that evening, Abraham and Ulos went to Henrietta's room. Abraham seemed largely ok with this - a little worried about the change of pace, but Ulos noted that the room was almost certainly more secure than the Library, and switching up their routine made them harder to target anyway.

(Abraham loses 1 Relationship step. 65 + 30 = 95 vs DC 80, Abraham regains Relationship step. No change in Relationship)

It was a good session. They learned a lot, Ulos feeling like for the first time he understood a great deal of what had happened in his tutoring that week. Teaching the other two about Magical Theory in relation to water spells didn't seem to impact Abraham that highly, but Henrietta was avidly interested, and he found her racing ahead of him, managing to decipher things in minutes that had taken him hours.

(Training Roll: (5+4)x4 = 36, Gained +1 Magical Theory. Current +19 Lore: Magical
Theory (18/25 next level))


It was at the end of the session, when they were about to pack up, that Ulos looked over at Henrietta. He smiled.

"Hey, um. This doesn't have to be a usual thing, if you don't want to get targeted. But we're happy to come here tomorrow while you're still banned from the Library, right Abraham?"

Abraham muttered something that sounded like a yes, and Henrietta unexpectedly burst into tears.

She sat there on the floor, crying for half a minute, both boys stunned before Ulos decided to do something.

He patted her on the shoulder awkwardly.

"Hey. Um, hey. Don't worry, right?

(Relationship Roll: 96 vs 50 DC. Critical success! Henrietta gains 2 Relationship steps, gains Relationship: Possible Friend (Helped Out))

She shook her head.

"It's just... first I studied so hard, and came second on the Magical Theory test, and someone else gets to go get private tutoring. Then someone manages to screw me out of a week of classes, and then... I didn't know what to do, you know? I just wanted to come, learn magic, and be good at magic, but it's not even a month and politics is following me here. I just hate it, you know?"

Ulos nodded, not quite knowing what to say.

She wiped her eyes, and drew a deep breath, and Abraham spoke.

"I get it, yeah. Same place for me. You feel like you're all alone. But um... you know, Ulos and Madavian? Cool guys. Good ones, too. Not ideal crashing on their floor, but better than rooming with the same guy who got you suspended, yeah?"

Henrietta nodded.

"So... yeah. If you don't want to hang round us, I understand. But even if you don't, just let us know if you need help. We'll help out."

Well, that had been more-or-less what Ulos had wanted to say, anyway. Henrietta gulped, and nodded. Suddenly despite her red eyes, her composure was back - the dispassionate girl he had met last week reformed, leaving only a mask that had been blurred by tears.

"Thank you, Abraham. Ulos, I'd be more than glad to study with you again if you decide to do so over the weekend. Now, if you might give me a little space, I believe I ought to clean my room up."

She looked down at the immaculate floor and perfectly-made bed.

"What a mess. You'll understand if it takes me a little time to put this in order, won't you?"

Ulos nodded, and the two boys walked out of the room.

Henrietta is now a member of the Study Group. Sunette is no longer a member of the Study Group.



Voting post up in a little bit.
 
4.1.2 - Week 4 Weekend Voting Post
Oh wow, really meant to get this post up, but got distracted and invited out for dinner. Here's out voting post.

You presently have 1 Willpower. 2 Willpower is locked behind your Locked Action, Tutoring Session: Magical Theory. 1 Willpower is locked behind Tutor Your Friends, giving Ulos a total of 2 Willpower per week. The pool will regenerate after this turn.

Ulos will take 4 Actions, but one of these is locked in as Tutor Your Friends. You cannot unlock this without abandoning the Tutoring Sessions entirely. As such, only 3 Actions will be taken from this list.


Temporary/One-Off Actions:

[ ] Appraise your Artifact - Sure, you can't do it, but you can find someone who can. Knowing what that Artifact does might be key to either keeping it or selling it for a good sum. Roll Cha vs DC (Moderate). Success offers information about Artifact. Failure offers no information. Critical failure offers completely false information. Roll will be hidden. Action is removed once either a success is rolled
or a critical failure is rolled.


Offensive/Defensive Actions:

[ ] Scout out your Rivals - Pretty standard. Go spy on your enemies. Roll vs your Rival's roll to avoid being scouted. If you beat their Roll, gain +20 on all Actions against them (defensive or offensive) for the remainder of the week.

[ ] Launch an Assault! - You have Itching Powder now, you can do something terrible (ly amusing)! Make your enemies itch in class to humiliate them, douse their clothes in it to force them to miss valuable learning sessions, or even convince onlookers they have some sort of disease. Roll vs your Rival's roll to succeed. A regular success will cause an automatic failure on their next Action. A major success will cause an automatic failure on their next Action and their classes for that day. A critical success will cause both these effects and cause them to be humiliated, reducing all Relationships with anyone who observes this humilation by one step.

Training Actions:

[ ] Start Studying (Write-In Subject) - You have your textbooks. Next step is reading through them. Sort of nerdy, but hey, aren't you here to learn? Gain a Training Roll associated with the subject you choose. Willpower upgrade - spend 1 point to gain 2 Training Rolls. -1 to all Training Rolls of this sort due current roommate penalty.

[ ] Relentlessly Practice Magical Combat -
Use some of your little magic to practice your Spellweaving. Abraham will help you, using his progidious Magic Pool to help you deal with, avoid, and retreat from spells. Gain a Training Roll on the lower of Combat: Evasion and Combat: Retreat, as well as a Training Roll vs Channeling. This will help Abraham practice his own Magical Combat. Willpower Upgrade offers a second Training Roll for the applicable Combat Skill. Shooting at you with fireballs is not easy for Abraham, who will spend 1 Willpower undertaking this Action.

[ ] Study Group - The Study Group needs to get going if you're going to dominate your subjects. Get your books, get your bag, and head on over to the Library to get the librarians to let you into a study room. Gain a Training Roll for Lore: Theory of Magic. 20% chance for Relationship improvement (DC 80). Willpower upgrade - spend 1 point to two Training Rolls. Can only be taken twice per Week max.

[ ] Practice Spell (Write-In From Spellbook) -
Time to practice a spell. Get better, cast faster, cast cheaper. Roll against DC (??? depends on Spell). Takes ??? Magic Pool, where ??? is equal to a Spell's cost times 5. Character gains an additional Training roll if they still have more mana after practicing. Willpower upgrade - spend 1 point to gain an additional two Training Rolls if you have enough mana for it.

[ ] Tutoring (Lore: Runes) - That horribly expensive Tutoring you paid for. Each Action provides 3 (!) Training Rolls to your Lore: Runes. No Willpower expenditure possible or required. Can only be taken two more times.


Diplomacy and Discovery Actions:

[ ] Hang Out With A Friend (Write-in Friend) - It's good to spend time with people you know. Maybe take a break, and hang with one of your friends. Available options include Madavian Junotrin, Henrietta Aufstadt and Abraham Quincey. Increase Relationship by one step. Roll against DC (Variable, depending on friendship level). On success, increase Relationship by another step.

[ ] Madavian's Speed Dating Agency - With Madavian here to help you, you'll have an easier time of meeting new people. Gain two Diplomacy Rolls. Madavian's presence also offers one reroll, mitigating any unpleasant social consequences (reroll will be taken after both rolls, reroll will prioritize Critical Failures over regular Failures). Willpower upgrade - Spend 1 point to gain a third Diplomacy Roll.

[ ] Go Exploring - It's a big campus, and you haven't seen the half of it. Who knows what you could find? Roll 1D100 vs ???. Success offers ???, failure offers ???. Willpower upgrade - spend 1 point to gain a second roll. Spend 2 points to gain a third roll.


[ ] Study your Magic Pool - You need to learn to meditate, focus, and understand what is happening in the Ether, and in yourself when you draw from it. Gaining such inner understanding may shed light on your Curse's functionality. Gain a Training Roll for Skill: Meditation versus Willpower.

[ ] Suck Up To Inukar -
Figure out what they like. Do the research. Then suck up. Not hard in theory. Roll against DC 40 (depends on teacher) vs Cha and Lore: Magical Theory. Success increases teacher's Relationship by one step and future DC of this Action sharply. Locked for all teachers who are not Inukar (insufficient Relationship).

Crafting, Gathering & Shopping Actions:

[ ] Gather Mushrooms - Unlocked by your knowledge of the Secret Mushroom Colony. Self-explanatory. Roll against DC ??? using either Lore: Alchemy or Lore: Magical Plants. On success, gain ???.

[ ] Go to the Marketplace - You have money to spend and items to sell. You need to spend some time gearing up, finding tutors, spells, artifacts, items, and more. Activates Shopping Mini-Turn with more Actions within it (including "Find a Buyer" for your items), allowing the buying and selling of items and services.

[ ] Search for Ingredients -
You don't know about a whole lot of Alchemical Ingredients, but you can go looking. Even if you don't find exactly what you're looking for, you can scout out good places. Roll against DC ???. On success, find Ingredients. On critical success find a Location with Ingredients.

[ ] Map out the Dorms -
Knowing who is where, asking your friends about who has which room and how to get to places quickly. Sort of creepy, but also might come in handy. No skill gains. Roll against DC 65, on success gain Item: Map of Dorms (Unfinished). +10 bonus to pranks and similar actions taken within the Dorms.

[ ] Family Money - Madavian would be happy to send away for money on your behalf (or spend some of his money on you and then replenish it later). However, he'd need a good reason to do so. Reason must be written in if no reason has come up in the thread. No Skill gains. Madavian rolls Cha vs DC (Variable) to gain a Variable number of Coins.

Locked Actions:


[ ] Craft Alchemical Recipe (Write-In) - Time to get your Alchemy on! Get in there and make something useful! Roll against DC ??? (depends on Recipe). Success adds Recipe to Inventory. Locked. Requires at least 1 rank in Craft: Alchemy. Requires access to Alchemical Equipment.

[ ] Craft Rune (Write-In) - Time to create the greatest Rune ever! Well, maybe a normal Rune. But a useful one! Locked. Requires knowledge of at least 1 Rune. Requires access to the Materials needed to engrave the Rune.
 
4.2.1 - The Weekend Begins
It was time to tutor. Ulos thought briefly about inviting Henrietta, but the reality was that she was ahead of Madavian and Abraham by a significant margin.

A few torturous hours in the Library, Ulos found himself wondering if Madavian would be missed if he killed him. After all, Abraham could dye his hair pink, right? Right?

"Uloooossssss. I'm so boooorrrrreeed."

Ulos shook his head. The other boy was a friend, but he just wanted to give him a slap, sometimes. He'd worked so hard and given up so much to get here, and Madavian was wilfully trying not to learn Infuriating. Abraham learned as best as he was able, but Ulos felt he was merely memorizing the formulas and ideas, not truly understanding them.

Still, Madavian had done a lot for him. Helping him out like this is the least he could do.



Later on that day, Ulos took Madavian and Abraham aside. The taller boy looked serious, as he almost always did nowadays. Ulos couldn't blame him. Thomas had tried to get him expelled, ruined his books, and forced him out of his room. Sleeping on their floor couldn't be pleasant, but Abraham hadn't voiced a single word of complaint, unlike Madavian who kept stepping on Abraham and then complaining about it. Abraham took it all in stride, though.

"We need to get a good map of the dorms. There are the courtyards, but I want to know where everyone is. Their names, where they come from, and I want to know how to get around. Climable drainpipes, rooftops we can move between if necessary, everything."

Madavian smiled, his eyes gleaming. He tossed back his pink curls and adjusted his glasses.

"Alright! Finally, we're going to do something. What's the plan, Ulos? Dose him with itching powder?"

Ulos shook his head.

"Reconnaissance only. Thomas has hit us twice, each time in Magical Theory. He probably wants to sabotage our efforts there so we end up in a lower class than him, keeping us from learning the really useful sorts of magic. It makes sense - if you're going to have enemies, you may as well cripple them. The Grinning Skull had a similar lesson during his wars with the Prince of Bones, though round the other way. The Prince of Bones set him at odds with the Imperial Court, and killed many of his finest scribes and researchers. He had him killed two centuries after that, but he spent his time harassing and weakening the Skull, and eventually assassinated him once he'd pushed him far enough out of his comfort zone. I don't think Thomas will try to kill us, but what he's doing makes sense."

Abraham nodded. They'd had the same Magical History lecture.

Madavian frowned thoughtfully.

"Sure, he wants to weaken us. What's our gambit?"

Ulos looked over at the other boy.

"We're weaker than him, really. Narubar will stand with him, whereas the Five Families are divided and the other Empire students couldn't care less whether I live or die. Deciding on a strategy early would just hurt us, we don't even know where he's weak. We need to get more information, and once we have more information..."

Ulos trailed off.

"We strike."

Abraham smiled.

"Yes. We figure out how to hit him, find his weaknesses, and exploit them ruthlessly. Now, split up. Check in here every half hour. We'll go individually, and then in a group of three once we're near Thomas's room. It'll unnerve him, at the least."

(Roll 87 vs DC 65. Success!)

The three boys went through the dorms, mapping things out. Sketches on notebooks at first with names scribbled in, maybe half the Dorms having names filled in. Marks where windows you might be able to squeeze out or in of, lines for where you might be able to scale the building. Useful knowledge, allowing the three to plan ahead. It all went, surprisingly, completely to plan. Even at the end, passing Thomas's door, no-one confronted them, which was a little surprising.

Gained Item: Map of Dorms (Unfinished) - +10 bonus to pranks and similar actions taken within the Dorms.



The next morning, the trio went down to breakfast. Henrietta met them on the way down. Ulos smiled at her, a tentative thing. She once again looked implacable, braids in place and face unmarred, her waifish appearance offset by the porcelain mask she wore for a face.

"Shall we?"

Henrietta looked at them, every inch the Vorstallen merchant princess.

Madavian curtsied, bobbing an imaginary dress.

Henrietta didn't blink.

"Ulos. I have some questions about the Domain of Water. Would you mind entertaining them over breakfast?"

"Um, of course. I mean, I'd love to."

Breakfast was delicious, freshly-baked meat and vegetable pies, coming steaming from the ovens. Henrietta nibbled daintily at one, while Madavian thrust his face into one directly. Ulos shook his head. The closer those two were, the more they tended towards their personal extremes.

He nodded at Henrietta after they'd finished eating.

"We could talk about theory here, or go upstairs and study?"

She smiled at him, a simple curving of the lips that in no way reached her eyes.

"Of course. That might be best."

They returned to the Dorms, heading back to their room briefly to get books, and then went to Henrietta's room.

(Training Roll: (5+2)x4 = 28, Gained +1 Magical Theory. Current +20 Lore: Magical
Theory (21/30 next level))


Hours went by like nothing, the three laughing and enjoying themselves, odd for a study of pure magical theory.

Henrietta looked at Ulos intently.

"Are we friends, Ulos?"

"Um...."

Ulos thought. Being put on the spot like this was hard.

"Well... maybe? I mean, if you want?"

She looked a little surprised.

"If I want?"

"It's like.. you seem nice, and you like the same stuff I do. I feel like we'd be good friends, or maybe okay one. I mean, I don't know. But I understand if you don't want to be, what with the Thomas stuff."

She looked at him intently, and suddenly reached out her hand, leaving it in the air before Ulos.

"Yes. I think we shall be friends. Junotrin aside, you boys seem quite nice, and... it's better to have friends and enemies than no-one, after all."

Ulos shook it.

"Friends, then."

(Relationship Rolls - 57 + 30 = 87 vs 80 DC (Abraham), Relationship Maintained (extra Relationship points do not improve Relationship, but do reset decay counter), 87 vs 80 DC (Henrietta), Relationship Improved by one step! Two more steps to Friends!)



Last came his Runes tutoring. He'd made an appointment with Radalscalp for the end of today. Walking into the city, the little wizened man welcome him in.

"Hello, Ulos. I think today we'll focus on the theory of slow runes, or runes that lose their charge very, very slowly. One of the essential truths of runic crafting is a rune loses power over time proportional to two things. The first is the effect power. The second is the complexity. Well, there is a third factor. It's not really a factor, though. Runic knowledge lets you build better runes, runes that bleed less power or have other effects. It's difficult to pin down the perfect rune, but a rune that's constructed well enough in terms of both skill and theoretical knowledge might last for centuries. I mean, Old Vorstal has runes that have lasted longer, so it's definitely possible."

He drew a breath.

"Hello, Radalscalp."

The little man wagged a finger at him.

"Sit down, Ulos. No time for pleasantries, we need to learn. Now, you'll note for this sort of thing, each rune has an optimal form, one that bleeds less power. However, runic construction is still centuries if not millenia behind the science of sigils - runes are simply not as interesting for most, as they are easier to copy. Runic research is hampered by the fact that the most talented runesmith in the world has no way of protecting his work beyond physically protecting it, whereas copying a sigil is nearly impossible if you know nothing about it, and copying an alchemical concoction is quite literally impossible without seeing the Alchemist create it. So runes are rudimentary at best, excepting of course the runic arts of the Undying, but I don't think they're giving those up anytime soon."

Radalscalp chuckled, and then coughed.

"Anyway..."

(Runes Tutoring: (5+2+2)*4 = 36 . +3 Lore: Runes. Current is +10 Lore: Runes (8/20 next level)
A few hours later, Radalscalp looked at him.

"Ulos... hm. I have a deal for you, if you care for it. A bargain, shall we say, hm, between mages."

Ulos looked up from his notebook.

"Yes?"

"I'll teach you... hmmm.. a rune of your choice from a few useful runes I know, and some skill at crafting it. In return, though, you'll teach me two runes I find useful in a year or two. You're a bright lad, and I think I'd benefit from this. And you'll benefit from it now, so it's win-win..."

Ulos frowned thoughtfully. What to do?



[ ] Accept - If you vote Accept, please vote for one of the three sub-choices. Note that Accepting will require Ulos to teach Radalscalp two Runes in future, and each will take an Action to teach him. Taking Accept gains one of the three Runes below, as well as an additional two Craft: Rune rolls on your next Runes Tutoring session. Note you will not gain the Rune in question until Tutoring is taken again.


[ ] Slumbering Brick (Clay) -
Unseen and inactive until the command word is spoken. The rune is engraved on a brick left nearby, and when the word spoken, the brick shatters into a cloud of dust and particulate matter, clouding the air for the better part of a minute. Useful for ambushing enemies or escaping from an unfortunate encounter. Takes 4 Magic Points to charge, requires recharging weekly. DC 40 to craft.

[ ] Radiant Blade (Steel) - A careful rune engraved onto a knife or other piece of steel. When activated (usually by touching human flesh to the side of the blade), the blade shines incredibly brightly towards whatever it is pointed at. Usable as a temporary flashlight or to blind your enemies with a high-powered spotlight. Takes 40 Magic Points to charge, and requires recharging weekly. Light lasts for five minutes after activation. DC 90 to craft.

[ ] Aqua Barrier (Water) - A simple low-powered defensive rune, the Aqua Shield is a rune that must be reverse-carved onto a piece of wood, metal, or stone, and then tossed into the water. It will create an obscuring shield made of rushing water up to three metres high and ten wide (depending on the size of the body of water it is tossed into), facing in the direction the rune was tossed from. The Aqua Shield will not stop most powerful spells, but will slow down physical impacts such as crossbow bolts considerably, and the rushing of the water will make you essentially invisible. It will be impenetrable to human beings while standing unless they attempt to break through with the assistance of magic. Lasts for fifteen seconds. Takes 15 Magic Points to charge, and requires recharging weekly. DC 60 to craft.




[ ] Decline - No effect. No favours owed to Radalscalp, though, which means not having to give up any precious future secret Runes.



You presently have 2 Willpower. 2 Willpower is locked behind your Locked Action, Tutoring Session: Magical Theory. 1 Willpower is locked behind Tutor Your Friends, giving Ulos a total of 2 Willpower per week. The pool will not regenerate this turn.

Ulos will take 4 Actions, but one of these is locked in as Tutoring Sessions: Magical Theory. You cannot unlock this without abandoning the Tutoring Sessions entirely. As such, only 3 Actions will be taken from this list.


Temporary/One-Off Actions:

[ ] Appraise your Artifact - Sure, you can't do it, but you can find someone who can. Knowing what that Artifact does might be key to either keeping it or selling it for a good sum. Roll Cha vs DC (Moderate). Success offers information about Artifact. Failure offers no information. Critical failure offers completely false information. Roll will be hidden. Action is removed once either a success is rolled
or a critical failure is rolled.


Offensive/Defensive Actions:

[ ] Scout out your Rivals - Pretty standard. Go spy on your enemies. Roll vs your Rival's roll to avoid being scouted. If you beat their Roll, gain +20 on all Actions against them (defensive or offensive) for the remainder of the week.

[ ] Launch an Assault! - You have Itching Powder now, you can do something terrible (ly amusing)! Make your enemies itch in class to humiliate them, douse their clothes in it to force them to miss valuable learning sessions, or even convince onlookers they have some sort of disease. Roll vs your Rival's roll to succeed. A regular success will cause an automatic failure on their next Action. A major success will cause an automatic failure on their next Action and their classes for that day. A critical success will cause both these effects and cause them to be humiliated, reducing all Relationships with anyone who observes this humilation by one step.

Training Actions:

[ ] Start Studying (Write-In Subject) - You have your textbooks. Next step is reading through them. Sort of nerdy, but hey, aren't you here to learn? Gain a Training Roll associated with the subject you choose. Willpower upgrade - spend 1 point to gain 2 Training Rolls. -1 to all Training Rolls of this sort due current roommate penalty.

[ ] Relentlessly Practice Magical Combat -
Use some of your little magic to practice your Spellweaving. Abraham will help you, using his progidious Magic Pool to help you deal with, avoid, and retreat from spells. Gain a Training Roll on the lower of Combat: Evasion and Combat: Retreat, as well as a Training Roll vs Channeling. This will help Abraham practice his own Magical Combat. Willpower Upgrade offers a second Training Roll for the applicable Combat Skill. Shooting at you with fireballs is not easy for Abraham, who will spend 1 Willpower undertaking this Action.

[ ] Study Group - The Study Group needs to get going if you're going to dominate your subjects. Get your books, get your bag, and head on over to the Library to get the librarians to let you into a study room. Gain a Training Roll for Lore: Theory of Magic. 20% chance for Relationship improvement (DC 80). Willpower upgrade - spend 1 point to two Training Rolls. Can only be taken twice per Week max.

[ ] Practice Spell (Write-In From Spellbook) -
Time to practice a spell. Get better, cast faster, cast cheaper. Roll against DC (??? depends on Spell). Takes ??? Magic Pool, where ??? is equal to a Spell's cost times 5. Character gains an additional Training roll if they still have more mana after practicing. Willpower upgrade - spend 1 point to gain an additional two Training Rolls if you have enough mana for it.

[ ] Tutoring (Lore: Runes) - That horribly expensive Tutoring you paid for. Each Action provides 3 (!) Training Rolls to your Lore: Runes. No Willpower expenditure possible or required. Can only be taken one more time. Will gain extra bonuses depending on the result of the above vote.


Diplomacy and Discovery Actions:

[ ] Hang Out With A Friend (Write-in Friend) - It's good to spend time with people you know. Maybe take a break, and hang with one of your friends. Available options include Madavian Junotrin, Henrietta Aufstadt and Abraham Quincey. Increase Relationship by one step. Roll against DC (Variable, depending on friendship level). On success, increase Relationship by another step.

[ ] Madavian's Speed Dating Agency - With Madavian here to help you, you'll have an easier time of meeting new people. Gain two Diplomacy Rolls. Madavian's presence also offers one reroll, mitigating any unpleasant social consequences (reroll will be taken after both rolls, reroll will prioritize Critical Failures over regular Failures). Willpower upgrade - Spend 1 point to gain a third Diplomacy Roll.

[ ] Go Exploring - It's a big campus, and you haven't seen the half of it. Who knows what you could find? Roll 1D100 vs ???. Success offers ???, failure offers ???. Willpower upgrade - spend 1 point to gain a second roll. Spend 2 points to gain a third roll.


[ ] Study your Magic Pool - You need to learn to meditate, focus, and understand what is happening in the Ether, and in yourself when you draw from it. Gaining such inner understanding may shed light on your Curse's functionality. Gain a Training Roll for Skill: Meditation versus Willpower.

[ ] Suck Up To Inukar -
Figure out what they like. Do the research. Then suck up. Not hard in theory. Roll against DC 40 (depends on teacher) vs Cha and Lore: Magical Theory. Success increases teacher's Relationship by one step and future DC of this Action sharply. Locked for all teachers who are not Inukar (insufficient Relationship).

Crafting, Gathering & Shopping Actions:

[ ] Gather Mushrooms - Unlocked by your knowledge of the Secret Mushroom Colony. Self-explanatory. Roll against DC ??? using either Lore: Alchemy or Lore: Magical Plants. On success, gain ???.

[ ] Go to the Marketplace - You have money to spend and items to sell. You need to spend some time gearing up, finding tutors, spells, artifacts, items, and more. Activates Shopping Mini-Turn with more Actions within it (including "Find a Buyer" for your items), allowing the buying and selling of items and services.

[ ] Search for Ingredients -
You don't know about a whole lot of Alchemical Ingredients, but you can go looking. Even if you don't find exactly what you're looking for, you can scout out good places. Roll against DC ???. On success, find Ingredients. On critical success find a Location with Ingredients.

[ ] Map out the Dorms -
So you've got a pretty decent map of the Dorms. You can do better, right? Get the more obscure students' details, look at their timetables as best you can, figure out what routes people take... really get the map going.. No skill gains. Roll against DC 75, on success gain Item: Map of Dorms (Finished). +20 bonus to pranks and similar actions taken within the Dorms. Replaces Map of Dorms (Unfinished).

[ ] Family Money - Madavian would be happy to send away for money on your behalf (or spend some of his money on you and then replenish it later). However, he'd need a good reason to do so. Reason must be written in if no reason has come up in the thread. No Skill gains. Madavian rolls Cha vs DC (Variable) to gain a Variable number of Coins.

Locked Actions:

[ ] Craft Alchemical Recipe (Write-In) - Time to get your Alchemy on! Get in there and make something useful! Roll against DC ??? (depends on Recipe). Success adds Recipe to Inventory. Locked. Requires at least 1 rank in Craft: Alchemy. Requires access to Alchemical Equipment.

[ ] Craft Rune (Write-In) - Time to create the greatest Rune ever! Well, maybe a normal Rune. But a useful one! Locked. Requires knowledge of at least 1 Rune. Requires access to the Materials needed to engrave the Rune.
 
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Magical Mechanics
There are four fundamental branches of magic. There are many sub-branches (mind magic, Artifact construction, etc), but these four are distinct from each other in the sense they behave differently and require entirely different knowledge to do well at. The first thing to note is all magic requires Intentionality. You need to be intending to (and be able to!) cast a spell before any magical construction will work, even if you do not activate the magic yourself. The second thing to note is all magic draws from the Primordial Ether, a sort of space or plane that mages can sense, and Spirits inhabit.

The first is the Prime Art, as it is called, of Sigils. The use of the word 'Sigils' is interchangeable with 'Spells' for the most part. In lore terms, Sigils have three major defining characteristics. Firstly, Sigils are Symbols. A drawn symbol in the air (or on paper, or on wood, etc). This symbol cares about Stroke Order and Direction. If you draw one of the lines up instead of down, whoops, no Sigil for you. Lastly, Sigils are Consumed. A Sigil cannot have magic flow through it time and time again. One the magic is put in, the Sigil ceases to be.

From the Quest's perspective, Sigils are your ordinary whiz-bang spells from every magical academy ever. Do a magic gesture, get a magic spell. You need to draw from your own Magic Pool to do so, but they can be cast quickly and effectively and are generally used for the most direct effects (cast shield, cast fireball, cast light, etc).


The second is the Noble Art, named so due to the propensity of the Undying to use Runes for nearly everything. Runes are your 'magical enchantment' school of spells. Put a Rune on something, charge it up, and it'll activate under the conditions you've set. 99.999% of magical gear is runic, (the remainder being Spiritual). Runes are Symbols, just like Sigils. However, Runes don't care about stroke order and direction. Instead, they care about Material. A Rune for Wood won't work on Steel, and vice versa. Lastly, Runes are Reusable. You can charge a rune again and again, and unless the physical form of the rune itself is compromised (your steel coin gets bent, your brick rune gets smashed), it'll keep on working indefinitely.

From the Quest's perspective, Runes are basically enchantments. Enchant an item to do X when Y happens is the general form of a rune. They're generally tougher to craft (depending on material), but are largely permanent (unless their activation destroys them, which isn't uncommon). They do require regular recharging, but they can be prepared well in advance of any combat. They're used for most magical infrastructure in society - the hot water in the showers is heated by runic pipes.

The third is the Art of Transference, named so because that's what Alchemy does. Alchemy is Magically Neutral, in the sense it doesn't care where the magic in it comes from. Runes and Sigils need magic from human Magic Pools. Alchemy can get magic from things Spirits have manifested as, human hair, plants in really magical areas... it's highly magically efficient. Secondly, Alchemy Transfers Attributes. You can make potions to transfer heightened awareness, the hearing of a cat, the strength of a bull, the stubbornness of a bureaucrat without the right forms, etc. Lastly, Alchemy is Not A Symbol. You make concoctions, you mix, cook, and stew. No drawing involved.

From the Quest's perspective, Alchemy is really just Potions. You put ingredients in, get magic drink out. It's main power is in buffing the player character, rather than direct effects. You can get potions to make you stay awake longer, heal faster, make you a lot stronger and faster, etc, etc. It's biggest disadvantage is that it's not really linked to the other two schools. Sigils and Runes are pretty similar, and a lot of skills can be used as effective cross-class skills (at half effectiveness) if you only have a Runic or Sigil-related skill. Alchemy has no such similarities.

The fourth is Spirits. Called the Saint's Domain by the Archipelago, and generally looked down upon by most mages from other schools. Spirit-Calling, Spirit-Talking, or whatever you want to call it is fundamentally unlike all the other schools of magic. Alchemy, Runes, and Sigils all require careful scientific thought, experimentation and testing to create better spells, runes, and concoctions. Spirits don't do that at all. Spirits are Functionally Random, you have no idea what a Spirit wants. What it will do generally depends on the nearby geography (Spirits that live near mountains generally like to be rocks or mountain-related things), but not always. Spirits are Hugely Variable. You can get a Spirit to form a rock. You might also be able to get that same Spirit to form an invincible rock golem to kill all your enemies if you figure out exactly what it wants and offer it that. Lastly, Spirits are Chatty. Being a cool guy who likes to talk to people is generally the best way to extract value from Spirits. Being an archmage of unparalleled power offers no real bonus.

From the Quest's perspective, Spiritual Magic is not like anything else. It's the "Wild Magic" equivalent - random shit can happen. Figuring out a Spirit completely can offer massive, massive bonuses (Spiritual Equipment can make the user the next best thing to actually invincible. Unlike Runes, Spirits can embody concepts, and if you managed to get a Spirit to wear who embodied the concept of 'Personal Defense', you might actually be immune to harm), but for the most part they don't. They also want weird shit, and will only help you actively while you help them. A Spirit might want you to make everyone wear badger masks, and doing it might turn said Spirit into a helpful badger who protected those it considered its young. However, it might protect everyone wearing a badger mask, which could backfire.

Mostly, though, Spirits can be asked to turn into physical shit (a rock, a tree, a body of water or ice), and this is the more reliable form of Spiritual Magic. The high-powered effects are rare and most mages will never encounter them.
 
Magical Mechanics 2 - Numbers & Combat
This is roughly how the numerical side of things work.

Firstly, Sigils are cast and take effect immediately.

They have a DC, determined by the difficulty of the Sigil and your practice of the Sigil. With sufficient practice any Sigil can be reduced to DC 20. Most can be reduced to DC 5. Adding modifiers on the fly (adapting range, effect size, effect type, etc), increases the DC, as does increasing casting speed. All Sigil rolls are Spellweaving rolls. Likewise, modifiers also include things like people shooting at you with fireballs, dust in your eyes, etc. You can make it very difficult for your opponents to cast spells.

Sigils directly drain from your Magic Pool. Once you're out of Magic Points, no more Sigils. Identifying Sigils requires either knowledge of the spell itself (in which case you identify the spell sans roll), or a Lore: Magical Theory roll.

Secondly, Runes are forged(or inscribed), and take effect once activated (if charged). A Rune has a DC, largely mediated by the complexity of the rune and what sort of Rune you're making. Putting a Rune on steel is obviously more difficult than putting a Rune on paper. Practicing said rune reduces the DC, and practicing Runes for the same material will reduce the DC for all runes of that material (you'll get better at forging steel runes, for instance) to a lesser extent. These are Craft: Runes rolls.

You can technically inscribe runes in combat, at which point they have similar modifiers to Sigils, but it is largely recommended not to do this. Runes requires charging from a Magic Pool, and last for awhile before needing recharging (unless they're activated). Runes are activated by a trigger, and perform their function automatically.

Identifying Runes requires a Lore: Runes check, or knowledge of the Rune itself (which of course grants automatic identification).

Thirdly, Alchemical Concoctions are made, and take effect once consumed. A Concoction has a DC, and all Concoctions require a Craft: Alchemy check. They may take a few moments to take effect. Identifying an Alchemical Concoction once made is impossible, unless labelled by the Alchemist in question. Lore: Alchemical Theory checks have more to do with constructing new and different Concoctions.

Fourth, Spirit Binding can be done in combat, and have variable results with variable DCs. You will generally get better results with more talk and more time, though. The best way to prevent a Spirit Caller, Spirit Binder, or whatever they choose to call themselves from summoning a Spirit is to disrupt their spell if they are casting a Binding, and to actively harass them to make negotiation and calm thinking difficult otherwise. That being said, it is incredibly rare for a Spirit mage to use their Spirit magic in combat and live, much less win or win routinely. As magics go, Spirit magics are invariably the weakest with the occasional massive and overwhelming exception.
 
Tentative Class List: Term 2 - no voting
Ordinarily I'd make this something the thread would need to earn, but I feel like noting down some info but want to give a good amount of time before the next week's update. As such, here's all the information Ulos has been able to garner so far about Term 2 Class Lists. Note that this is not completely accurate (some classes have been offered in prior years, some haven't, and they do tend to change), but is probably a decent guide to what you're going to see.

Don't vote for these. Tentative information that Ulos possesses at this point, not a sure listing.

Magisterium: Practicum & Combat (Mandatory): This Magisterium is focused around creating and empowering spells, but more specifically, the exact hand-or-wand-or-penwork that goes into it, as well as being able to cast spells on the fly. As such, this class also teaches magics for combat. While most mages will not need these, being able to defend yourself, even against just a man with a club is a worthy skill to have.

Magical Practice and Combat

Magical Practice and Defense

Locked - Character must have Channeling 2 or above.

Magical Practice and Awareness (Mandatory) - The second term of Magical Practice. Focused primarily on detection and retreat spells.

Magisterium: Magical Theory (Mandatory): How do spells work? Why do they work? What is the Primordial Ether? What sort of equations do you need to know to modify a spell? How do you create a new spell? This magisterium is focused on teaching theory, but without it a lot of the skills mages rely on would cease to function.

Magical Theory (Remedial) : Do you want one Magical Theory Training Roll a week at a minus one modifier, taught by teachers who, quite frankly, don't care about you and teach you more as the dregs? Well, Remedial Magical Theory is for you! That isn't entirely true. Remedial Magical Theory is generally seen primarily for combat mages, spirit-callers, alchemists, and failures. So the bottom 25% of the year (who are truly incompetent), and those who are focused on other areas. Students Learn Combat Skill: Sigil Identification, and Lore: Magical Theory. One Training Roll per week.

Magical Theory (Standard): More of the same, really. Learn Lore: Magical Theory. Gain a Training Roll every week. Essentially how the class is taught in First Term. Generally taught by theorists who drew the second short straw.

Magical Theory (Advanced): The better version of Magical Theory. Inukar usually takes this. Gain two Training Rolls every week.

Magical Theory (Personal Tutoring): Tailored to your interests and needs and time available. Usually costs Willpower. Offers really, really nice bonuses, however. Access to interesting spell research, better Training Rolls, and personal relationships with teachers and the upper years.

Electives: (First Term) Not every elective is available every time, as the needs of the first-year students are subordinate to those of the upper years. Each term, on average eight electives are made available, though depending on the term it is sometimes more and sometimes less.

Basic Alchemy: Running twice, though the second-term version is largely running due to issues in the Alchemy department (read: graduate students being forced to run a course for the first-years as punishment), and is to some degree inferior to the first term version. Not as much opportunity to learn cool Recipes beyond the basics in class. Still get that sweet Alchemy training.

Runic Theory: Running twice. Why? Reasons. (Out-of-character, locking the Quest out of the other main schools of magic for a term just felt wrong - it's too railroady) Those reasons largely involved a number of students clamouring to take Runic Theory in their second term, and some of those students having rich parents. All students learn Lore: Runes at twice the rate of regular Runes class later on. Students who excel at Runic Theory may take Runic Practice early, and advance their Runic studies quickly.

Mind Magic - A Primer: Rather than the Theory courses offered in Term 1, Term 2 tends to offer more practical stuff. Mind Magic is primarily a little Spellweaving (necessary for complicated Mind Magic spells), and the three most primal Mind Magic Spells. Terror of Prey, Raw Rage, and Dog's Courage are all on offer here. Not usable in most magical duels, of course, but great for general usage.

Spirit-Talking: Maybe not Ulos's cup of tea. Talk to Spirits, get them to stuff for you. Unlocked due to Ulos's prior electives. Mostly levels Lore: Souls and Spirits. Involves adventures. Well, field trips. Cool ones.

Spirit-Binding: Unlocked due to Ulos's high Souls and Spirits score. Allows Ulos to begin properly attempting to Bind Spirits. Teaches the spell Bind Spirit, and levels it up immensely. This is the entire part of Spirits that is not Diplomacy-bound.

The Art of the Forge: All about crafting Runes in metal. Level up Craft: Rune moderately. The Art of the Forge focuses on three main runes for metal. First is Whirlwind of Blades (Copper). This Rune is forged into copper, and when charged and the command word is spoken, the Whirlwind of Blades activates, creating literally a number of temporary blades in the air, cutting through everything around it. Second is True Disruption (Iron). True Disruption negates magical constructs and spells around it for a second, cancelling enemy spells. Third is Thousand Steps (Gold). This rune allows a brief teleportation of about five hundred feet in one direction. Lastly, the Art of the Forge levels Craft: Smithing, and reduces the DC for runes cast in metal.

The Lives and Accomplishments of the Great Mages: Time to learn about the most famous, most powerful mages. Speculate on how they did what they did! Research their lives, and try and figure out what might be needed to replicate their accomplishments. All students learn Lore: Famous Mages, Lore: The Undying.


Remedial Spellcraft: Have poor dexterity? A tiny Magic Pool? Well, Remedial Spellcraft is here to save the day! Teaching you better Spellweaving, more efficient ways to cast spells so you don't use up that tiny mana pool of yours too quickly, or cast spells too poorly with your shaky, shaky hands! Still available in the Second Term, this class runs at all times for all people! Assuming you need it, that is. All students learn Skill: Spellweaving, and gain Improvements to all spells taught in Magical Practice and Awareness. Students can choose the form of said improvements (easier to cast, cheaper to cast, more range, etc).


There are also secret classes (generally versions of personal tutoring like you can formally unlock through Magical Theory) that you can unlock. Usually this involves being super nice to your teachers and excelling in their classes. Not everyone admires talent alone like Inukar.
 
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5.1.1 - Week 5 Weekdays
Urgh, writing has been like pulling teeth today.



Ulos agreed to Radalscalp's terms pretty readily. The reality was, he thought, that Radalscalp got a great deal out of the bargain. Powerful magics from himself in a few years time, magics he might not want to give up. But in return, he offered power now, and that was a pretty good bargain. Even a minor power like the exploding brick would give Ulos a near-perfect escape tool, the sound and debris from the brick allowing him to evade enemies with ease.

He could even forge them and put them in useful places... the possibilities were endless.

He couldn't come back Monday, unfortunately. He had his tutoring session then, and it was going to be a brutal one.

(Magical Theory Tutoring Rolls: (4+1)+(4+1)+(2+1)+(2+1) = 16 * 4 = 64. Gained +2 Magical Theory. Current +22 Lore: Magical
Theory (25/30 next level))


Edward taught him all day, pushing him and sniping at him, forcing him to copy down diagram after diagram after diagram. Miserable, and Ulos hated every minute of it. Magical Theory was sometimes fun, sometimes interesting and clever, but today it was just tedious. Six hours in, Edward nodded.

"At least you're focusing. Come on down, we'll get lunch."

The other boy didn't smile. Ulos suspected he never smiled, except when he was making fun of someone.

They walked down, and Edward took him somewhere different. Rather than the teacher's lounge, he walked down the hallway and opened another door. Inside was an icebox, the runes for cold on steel gleaming atop it. Edward sighed, and Ulos felt - at the edges of his consciousness - magic move from Edward to the box.

"General price. You want to keep your stuff in here, you help keep it charged up"

He pulled out three sandwiches, each laden down with sliced roast beef, slightly soggy lettuce, and large hunks of cheese.

"One for you. Eat up, I'll eat while you copy the next fifteen diagrams from Tensor's Diagrammatic. Once you can explain to me the principles behind the changes in shape for what should be an identical spell, you get to eat."

Ulos walked back in. It was forty minutes before he managed to explain the diagrams. The sandwich had gone quite soggy by then, but it was still delicious.

It had been a good, if somewhat difficult session.


Tuesday was another day. Souls and Spirits continued to vex him. Little progress was made.

(Training Roll: 1x4 = 4, Gained +1 Lore: Souls and Spirits. Current = +11 Lore: Souls and Spirits (0/20 next level))

After class, though, he returned to Radalscalp.

The little man had clapped his hands in glee when Ulos has consented to the deal.

"Now, young Ulos. Time to talk about Clay Runes, I think. Here, look at how you might alter a Rune of Clay to decrease its energy requirements, or..."

(Runes Tutoring: (3+2+1)*4 = 24 . +1 Lore: Runes. Current is +11 Lore: Runes (12/20 next level)

It was soon after this Radalscalp started teaching him how to etch runes on clay, something he took to with ease. Learning how to etch on unformed clay and baked bricks was difficult, but he had the general idea fairly quickly.

(Runes Tutoring: (5+2)*4 = 28 . +4 Craft: Runes. Current is +5 Craft: Runes (8/10 next level)

(Learned Rune: Slumbering Brick!)


Lastly, Radalscalp turned to him.

"I have a set of tools that are most useful for engraving runes onto brick, young Ulos. Ten silver numismata and they're yours. I daresay I don't do a lot of brick work these days, and they might be more useful to you than to me..."

Ulos frowned. His purse was considerably lighter than it had been, but it might be a good purchase...



Later still, he found himself sitting and thinking, ready to study his Magic Pool. His mediations prior had not been successful, but these very well might be.

(Meditation Training (3)*5 = 15 . +3 Arcane Meditation. Current is +4 Arcane Meditation (0/5 next level)

He sat there for hours, breathing and meditation as instructed. It was at the very end of his practice that he felt something. Some glimmer of something unseen or unfelt before, and Ulos found himself drawn into his own mind, envisaging his Magic Pool. He saw it easily enough, a pool of blues and oranges all mixed together, swirling below him. And yet... something else lay beneath it. As he focused, he understood. The pool were the remnants dripping through a barrier placed to divert a river, droplets falling from a container larger than he could fathom.

The magic that he could see he could not touch, not even in his own mind. It flowed like a torrent behind invisible walls, the occasional dollop of it springing out from past barrier he could not understand, like floodwaters occasionally splashing over a wall built to restrain them.

He opened his eyes and shock, and the ability to envisage it vanished, gone like that same water flowing through his fingers.

"Damn it.", he muttered.

It made sense. He had not bargained away some portion of his magical power, but all of it. What remained to him was simply the inability of his Curse to transfer all the magic without losing a little, the same way that the occasional few stalks of wheat might fall out of a cart transporting them, or a coin or two might slip from the purse of a rich man without him noticing.

He felt the loss keenly for a moment.

"With all that..."

He shook his head. He had struck the bargain, and done well by it. Without the money made thereby he would never have made it here. Hopefully it could be remedied in future, but for now, the understanding was something. He thought again about telling Madavian, or perhaps Abraham, but...

No, even his friends should not know. The first rule of keeping secrets, he knew, was that two men can keep a secret if one of them is dead. Information carelessly ventured might find its way back to those who could use it, and nobody who knew what his Curse meant would be inclined to treat him favorably. Better to be another student with a bare trickle of magic, the same that most who practiced magic had. A little more unusual for Vorstallen, but not enough to be remarked upon.



Radalscalp offers Clay Runic Tools. +10 to all Craft: Rune rolls involving Runes of Clay. Cost 10 Coins.

[ ] Buy Them - Increasing the number of Runes you can put out is a huge advantage.

[ ] No, Don't - You're not spending hard-earned money on a minor trick.
 
Inventory
Not the post just yet. The character sheet is getting a little unwieldy, so I'm creating a new Inventory post for Ulos's items.


Current Inventory:

191 Coins

Textbooks:
A History of the Undying Empire and its Provinces (History Textbook)
Elementary Magical Theory (Magical Theory Textbook)
Four Hundred and Twelve Spellwork Exercises (Magical Practice Textbook)
Those From Beyond - The Spirits of the Primordial Ether (Souls and Spirits Textbook)

Skill Bonuses:

Masterwork Bone Wand. Offers +10 to Spellweaving if you decide to specialize in wandcasting. (Specialization not yet available)
Superior Writing Equipment - Better books, better pen, more inks that don't blot and stay well. Offers +10 when rolling to inscribe a Sigil or Rune on paper.
Quality Geometric Tools - Very useful in determining the precise dimensions of a Sigil or Rune. Helpful in Theory of both kinds. +10 to all Lore: Magical Theory and Lore: Runes rolls involving identifying a spell, or writing a new one.)
Clay Runic Tools. +10 to all Craft: Rune rolls involving Clay Runes.

Consumables:
Potion of Speed - Increases physical speed, allowing the subject to run and move much more quickly for a span of about thirty minutes.

Other:
Full Camping Gear - Allows Abraham to sleep comfortably in your room. Would allow him to sleep outside if necessary as well.
2 Library Chits - Enables borrowing of 2 books

Runic Artifacts:

The Rainbow Hammer

Runes are carved into an opal that is set in a small pendant shaped like a hammer. Holding it and using the command words allows the user to fire three forms of kinetic force - blunt kinetic force to incapacitate, sharp kinetic force to slice and kill, and percussive force in the air to make really loud sounds. Can store up to 250 Magic Points. Blunt attacks use 30 points, sharp attacks use 10, and percussive sound strikes use 150. Blunt attacks will break (but not shatter) bones, and are only deadly if aimed at the head. Sharp attacks will cut a human being in half. Percussive attacks will inflict deafness for ten or fifteen minutes to everyone nearby.

The Magical Map.


A single piece of carved steel, with runes etched onto it. On touch, it raises up a three-dimensional map of the nearby area, functioning in the Classrooms, Dorms, and areas immediately around them. It only detects life (not illusions or motion), but has a persistent naming feature. Offers +40 to all Actions it is relevant to in geographical areas it has detection in. This includes sneak-attacking Rivals, defending against Rivals, sneaking around Classrooms/Dorms for whatever reason, and so on. For semi-relevant Actions it offers a +20. May offer other, smaller bonuses at various times.
 
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5.1.2 - Week 5 Thursday/Friday
History was different today. Professor Junotrin was still there, a name he felt quite comfortable with. She was apparently Madavian's third or fourth cousin, and taught this class in-between her efforts as a research mage at the Preparatory. Kind eyes overlooked a hooked nose and thick brows, and her long grey hair made all this seem very formidable before she spoke.

When she spoke she was quite pleasant, often smiling when she turned in Ulos's direction. Of course, she probably knew he was one of Madavian's friends, so that was the most likely explanation there.

"Today, class, we are done with our cursory study of continental history. I think today as well, we will begin our first lecture on understanding."

She smiled at them.

"The average mage thinks of magic as not merely a tool, but the tool. There is some validity to this. Why bother with swords when you can summon a blade fifty times as sharp, and long enough to cut down a company of men? Why understand the simple ways of the smith when you can incinerate metal with a well-placed rune, using careful sigils to melt it into a precise shape? However, there are realms where magic is sorely deficient."

Suddenly, she looked at Ulos almost intently.

"Magic is a tool of unrivalled versatility, but only when harnessed by the greatest tool of all. The human mind. Great mages are destroyed by their lessers in power and knowledge when they are outsmarted, and the friendships and alliances forged between mages are as great a power as the magics themselves. There is a reason that the Five Families are mostly nonmagical, and the Senate of Narubar is made up entirely of those who are not mages."

She turned away from Ulos, looking at another part of the classroom.

"The average mage is deficient in many areas. If you can fly and visit lightning upon your enemies, why bother learning their names? If you can tear down a small village at will, why talk to the villagers, why reason with them? Why engage with them except as a superior unto his inferiors? Arrogance is often the mark of a freshly-graduated mage, and one that invariably ends in humility or death."

"The power of diplomacy is no small one, as is the power of history and knowledge. Knowledge that does not immediately lead to power is not useless, knowledge that allows you to understand your enemies and friends is more useful than you might think. Knowing the customs of another land is something no magic can teach you. You will often think to yourself 'Why am I learning something a non-mage could learn? Why bother with the tasks and tools of my inferiors?". When you think these thoughts, I urge you to remember that magic is not the only power in the world. Devoting yourself to your studies is a fine thing, but becoming a creature of magical knowledge only is to be a tool for those more adept in human relations and human knowledge than yourself."

She clapped her hands.

"Now, onto the second part of the course. We will be studying the cultures of the Six-Fox Pact, primarily those of Narubar and Uin-Malat. Narubar of course is well known to us all, producing the majority of the mages from the Pact. If you meet a Pact student here, they are likely to hail from Narubar. Let us talk about two of their customs. The first, military service, and the second, the dying of hair. These are of course the same custom, expressed in different ways."

She looked over at her audience. Not a single streak of blue hair met her there.

"Blue dye is common among Narubites. This is in part because of the ban on blue dyes by the Undying, who found them immensely useful for their magical studies into the nature of life and unlife, though for reasons we still do not know. Blue dye was the property of the Empire, and anyone discovering it would not be permitted to keep it. When the rebellion began, blue dye was a sign of outright defiance, and the rebels dyed their hair to show this. Of course, this was limited to those who fought. Only those who have undergone some military service are generally seen as having the right to use the blue dye. The amount used tends to be relevant to one's status in society, as well. A Senator's Scion might be permitted to dye their hair entirely blue, whereas someone from the orphanages might dye a single lock of hair blue. Over-using dye can often be punished with harsh social sanctions, and exclusion from the community."

She smiled.

"Secondly for today, let us talk about Uin-Malat. The second smallest nation in the Six-Fox Pact, at least in terms of population. Uin-Malat was founded by the mage Simon Bonesnapper, and is named after the two cities in the nation, Uinon and Malat. It is largely agricultural, and has a taboo against magic, like many of the Six-Fox Pact nations. Magic is generally permitted to be learned, but mages must be identified at all times, and research of any sort is strictly forbidden. Bonesnapper established his Iron Law of Magic when founding the nation, which states 'Magic may touch iron, but never flesh'. This establishes that any experimentation on humans or animals is forbidden."

"Alchemy is unknown there, and Uinon and Malat are both minor cities on the trade routes between other nations. We rarely see students from Uin-Malat, but when we do, they almost never return to their home country, usually preferring to join us here in Vorstal or occasionally returning the Pact, but to Narubar rather than Uin-Malat."

(Rolled (3x4) = 12. Lore: Six-Fox Pact + 2! Current +2 (2/5))



The day after, Ulos found himself doing Spellweaving exercises once more.

(Training Roll: ((5*2) = 10. Gained +1 Spellweaving! Current is +6 Spellweaving (1/10 next level))

It was a good day, and he felt he gained a little more than he would've normally.




Friday, they met up in the Library for their new study group. Abraham, Henrietta, and himself.

He spoke up.

"Henrietta, Abraham. Good to see you. I think I'd like to focus on two things. Firstly, the magical theory I know we're all studying. Ideally, spellforms of Water and Clay, if we can. I feel like discussing high-level theory is to some degree a waste here. If we know the forms and we can alter them and understand them, that's important. Going onto superior theory is... tough."

Henrietta's lip quirked.

"Are we that far behind you, Ulos?"

(Relationship Rolls: 80 vs DC 80, (Henrietta). Success! (85 + 30) = 115 vs DC 80 )Abraham. Success (maintenance)!)

Ulos frowned for a second, and then decided what to say. Henrietta would not appreciate lies, he thought, and sparing her ego wouldn't help her become better at magical theory.

"Right now? Yes. Abraham is a long, long way behind me, and you're a fair way behind as well. It's not that either of you are stupid or slow, but I spend an entire day every week being grilled by a genius upperclassman, and if I get anything wrong he mocks me. Relentlessly. Right now studying abstract theory would be more like tutoring for me than it would be studying, and while I'm okay with that, I wouldn't want to pretend. Rather, we memorize things that are useful to us all, so when we go back into the classroom we grasp the theory more easily."

Her lips smoothed back into the impassionate mask.

"As you say. Give me a few weeks, though. I'll catch up, tutor or no tutor."

Ulos nodded.

"Good."

Abraham didn't look particularly perturbed by this. The bigger boy had, he thought, somewhat less of an ego. While Ulos found humiliation rank and raw, even when it happened to others, Abraham simply took things in stride as best he could, borne on by the currents of life.

(Magical Theory Roll: (4*4) = 16 . Gained +1 Magical Theory. Current +23 Lore: Magical Theory (11/30 next level))

After a few hours, Ulos held up his hand.

"I think, next... Abraham and I want to study Narubite customs and history. For both class and personal interest. You in?"

Henrietta looked at him for a moment, and shrugged. Even her shrugs seemed elegant, though Ulos had no idea how.

"I think so. Studying with you is always interesting, at the very least."


(Rolled (4x4) = 16. Lore: Six-Fox Pact + 3! Current +5 Lore: Six-Fox Pact (3/10))

A few more hours, and they finished up. Ulos smiled at the two.

"Thanks for coming. And Henrietta..."

His voice trailed off. She looked at him quizzically, waiting for him to go on.

"Just.. if you need anything, or something happens, just let us know. Ok?"

She nodded.

"Of course, Ulos. Likewise for you?"

He smiled.

"For sure. What are friends for, right?"



Voting post up in just a little bit.
 
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