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Schwarzbart

Purple Wizards of Thai

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Academy: Purple Wizards of Thei

 

CoF 10% Negation, Glamour, Revision and Incantation spells

CoS 5% Astrology Spells

CoS 5% Artifice

CoD +2%

 

Palettes +1

Magical Appraisal +1

Jeweler +1

Metallurgy +1

The Everard Equation +1

Inform all Astrology SS

 

This academy have seen better days before the last ban of the forbidden magic and currently only 2 mages are teaching there.

Before the ban this academy was a big rival to Vernin when it came down to Enchant items especial for items using mastery magic.

After the ban this Academy was closed down for nearly a century before opened again by the current headmaster.

For the last centurys only the Enchanting of items with Astrology effects was thought at this school.

Because their method of work magic is focused on Astrology, students of this school have problems with other spell magic.

But when it comes to Astrology or Artifice this method give a bit better result then normal.

There is still a suspicion that this academy also teach mastery so the Academagica professor have a eye on students that had visited this academy.

Finished wizards of this academy are allowed to wear a purple robe but this is only law within the barony of Thei.

 

(After I saw Thei on the map I couldn't resist to make something that have slight hints towards the Red Wizards but have its own history)

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Adventure idea related to this background:

 

1 - A invisible bird land on the shoulder of the player and mental ask fro food before it delivers a message

(The adventure can't be done any more after the player got the protection against mastery from the Synchronicity adventure)

2 - The bird mental ask if the char is interested in power even if it might cost him a lot

(Agree -1 Ethics +1 Courage; Disagree + 1 Ethics +1 Willpower)

3 - The bird transmit a location in the bad part of the town. The bird also mention that the player better be prepared as he will be tested at his last year and if he fail his live will be wasted

(break, +1 level Theory of Mastery)

 

4 - Moving to the location avoiding direct confrontation with the people there

(The adventure can't be done any more after the player got the protection against mastery from the Synchronicity adventure)

5 - Touch a stone block that is used as table in a run down building and the player know that he gained knowledge that is locked away from him until he reach the right location

(Willpower or Mastery roll if fail +2 stress, Flag that player can use the Crystal Cave Library the very same flag prevent the player from starting the Synchronicity adventure; add 15% CoS for Mastery Spells)

 

6 - One night the player find him self standing in a Crystal Cave and suddenly know that all this crystal contain knowledge about mastery and even better how to use it

(Enspell or Theory of Mastery roll for +2 step Random Mastery SS; inform location)

7 & 8 - The player have to find his way back to Academagia and sneak in

(failure at this 2 step ends in Detention; Adventure ends for year 1)

The Crystal Cave give 3 random Mastery SS if used as Action (need the Flag) or add 1 stress when used as Location in year 2 this location even give out increase of max for Mastery SS

 

In the summer break from year 5 the player will be forced to visit the Purple Wizards of Thei Academy and asked to touch a crystal in the basement of the Academy to finish his education.

A Battle of mind start against a soul locked in this crystal start and if the player fail it his mind and soul will be trapped in this crystal while the winner take his body what ends the game. If the player win he get the Ability Master of Mastery and if he have the background the purple robe

 

In year 2 a player with Mastery > 6, Synchronicity <1 and Willpower <=10 might be drawn to the stone block and can do the step 4 to 8 of the adventure with the downside that he only get a CoS of 5% instead of 15%. The player who do this adventure in year 2 might find him self kidnaped and brought to the Purple Wizards of Thei Academy for the very same test.

 

if the game engine ever allow a test player theory of mastery vs player willpower +15 the stone block table could be added as location to the game that start a adventure step similar to step 5 mentioned above just with this contested roll.

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Step 01 A Invisible Messager

require background Academy: Purple Wizards of Thei; minimum 5 Pims and not Master's Mark

 

You need some special supplies for a personal project of yours and so visited the city. Suddenly there is some weight on your left shoulder and when you look there is nothing! But then out of the blue you know there is a bird on your shoulder that have to deliver a message to you but is to hungry for it from the long trip.

 

1) A invisible bird? That can't be anything good so wave it away!

The weight on your shoulder is gone as soon you just thought about to wave this bird away. But then there is a burning pain at your head and when you later look in a mirror there is a wound probably made from a beak.

-1 Vitality; +1 bird; Adventure ends

2) Give the Bird Food that you have in your knapsack to it

Requirement Bird Food

You put the Bird Food on the ground and soon there many birds feeding on it. Its interesting to watch how some birds fight for the best part of the food while other simply share it.

remove Bird Food; Birds SS +2 Steps; Animal Husbandry +2 Steps (same as if the player used the bird food as action); Direct continue to Step 02

3) Buy some food for the bird

- 5 pims; +1 level Animal Husbandry; Direct continue to Step 02

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Step 02 The Message

 

When the bird food is gone you suddenly know that you have to make a decision right now. You would learn about a great location of education where you can learn all there is from a powerful school of magic. Naturally there some strings attached to it. First you have to hide what you learn and only use it in secret till you have finished your education as the majority of the people would rightful fear the power you can gain. Second there will be a test of what you learned in a few years and if you fail your live will be wasted.

 

1) Refuse

You wonder why you have feeding birds and even more why your nose is bleeding a bit. Where you just communicating with a bird? Na that would be just to strange and after you took care of your nose your on the way to buy the supplies you need.

+1 Willpower; +1 Stress; Adventure ends

2) Agree

You suddenly know about a location in the bad part of the city that you have to visit at some time. Also there is some new knowledge in your mind about the Magic you where promised that you now can learn. You also know that the bird is on its way back home, where ever this is.

-1 Ethics; +1 level Theory of Mastery; continue to Step 03

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Step 03 Into the lower City

You have to walk a good way trough the bad parts of the town to get to the location you learned from a invisible bird and your not sure why but you have the urge to go there now.

 

1) Minetan Swagger: Just don't stand out

Success: Even with your Academagica robe clearly marks you as outside your movement clearly show your belong here and so your accepted as just a other child moving trough

+1 Deceit; direct continue to Step 04

Failure: A bully took offense in the way you move past him and decided that you face is a good punch-ball. When he was finished you limping back to the Academy and pay a visit the nurse.

+1 Stress; +1 Mineta Swagger; continue to Step 03

2) Espionage: That could be a good test of your spy training

Success: A bit of acting here, escaping a tight situation there and a few good deceits where enough to get to your destiny. You even managed to learn some interesting new things about the city on your way.

+1 Mineta Swagger; direct continue to Step 04

Failure: Everything goes fine till you didn't find a way past 2 guards so you decided to wait till their awareness drops or some other opportunity arise. But you had to wait to long so that you have to try a different way at a other day.

+1 Patience; continue to Step 03

3) Glamour Methodes: change your look

Success: Changing your appearance to look like someone living there was enough to get you trough most part of the lower city. But at one place even that wasn't enough so that you had to make your self temporary invisible. At last you managed to get to the location.

+1 Infiltration; direct continue to Step 04

Failure: Something didn't work right because a gang of teens come straight at you. One of the lough in your face "What do a high born school [boy/girl] like you at our turf? To your luck the leave it at taunting and insulting you but your urge to continue is gone after they let you go.

+1 Stress; +1 Willpower; continue to Step 03

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Step 04 The stone-block-table

You enter a small rundown house at one side there 3 straw "beds" together with worn blankets at the other side is a fireplace together with some cookware. But your eye instantly focus on the large stone-block in the centre that apparently is used as table, it is this stone why you are here!

 

1) Touch the stone

Require Master's Mark

You touch the stone and nothing, nothing at all! You not even remember why you are here in the first place. Angry about the wasted time you go back to the Academy

+1 Stress; +1 Instinct; Adventure ends

2) Willpower: Touch the stone

Require not have Master's Mark

Success: You got a slight headache after touching the stone but otherwise nothing! Cursing your bad luck and feeling decided you return to the Academagica. Only later you realised that you now know how to adjust the casting method you learned at the Purple Wizards of Thei Academy for a different kind of magic.

+1 Stress; +5% CoS for Mastery Spells; continue to Step 05

Failure: You suddenly have a strong headache that remains for the rest of the day and your nose starts to bleeding. Cursing your bad luck and feeling deceived you return to the Academagica. Only later you realised that you now know how to adjust the casting method you learned at the Purple Wizards of Thei Academy for a different kind of magic.

+2 Stress; +5% CoS for Mastery Spells; continue to Step 05

3) Mastery: Touch the stone

Require not have Master's Mark

Success: You got a slight headache after touching the stone but otherwise nothing! Cursing your bad luck and feeling decided you return to the Academagica. Only later you realised that you now know how to adjust the casting method you learned at the Purple Wizards of Thei Academy for a different kind of magic.

+1 Stress; +5% CoS for Mastery Spells; continue to Step 05

Failure: You suddenly have a strong headache that remains for the rest of the day and your nose starts to bleeding. Cursing your bad luck and feeling decided you return to the Academagica. Only later you realised that you now know how to adjust the casting method you learned at the Purple Wizards of Thei Academy for a different kind of magic.

+2 Stress; +5% CoS for Mastery Spells; continue to Step 05

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(The adventure can't be done any more after the player got the protection against mastery from the Synchronicity adventure)

The Master's Mark doesn't actually protect you against Mastery, it prevents the player from reliably using it (or at least that's what it's supposed to do <_<).

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I still have the problem that I have to avoid that both adventures work together because I work with deep implanted suggestions that are triggered under certain circumstances.

Sure the power of the bird is limited but the stone is a item created by a artifice & mastery archmage to protect the mastery library while still give access to it for the worthy. And a implanted block against mastery no matter if it blocks just the character or block outside mastery will at last trigger the defence of the stone as this person is not worthy.

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I still have the problem that I have to avoid that both adventures work together because I work with deep implanted suggestions that are triggered under certain circumstances.

While the power of the bird is limited the stone is a item created by a artifice & mastery archmage to protect the mastery library while still give access to it for the worthy.

That can be done by having your adventure be locked if the player has Botany 4+ and not finished An Outing... by telling Professor Vickery you don't want to learn Mastery. Since from what I can tell Botany 4 (or Agriculture/Flowers/Seeds 4 because Study the Fields) is what opens up An Outing... and once you get roped into learning Sync you either get the Master's Mark or a special place on the government watchlist, so that set of conditions should disallow the adventures from being done in lockstep. It's quite a hack-y solution, but unless my logic fails me that should work. It's also a rather interesting trap, since An Outing... can lock you out of being able to escape it without being roped into learning Sync if you have too high a Mastery (sub)skill or, I believe, the Secrets and Silence background.

 

I presume an artifice and Mastery archmage would be able to enchant the stone so it refuses to work for those who have a Master's Mark, though that does mean that the stone must have been created after the Master's Mark was introduced, and I don't know exactly when that was. I can tell you that it was at least three centuries back, since the Mark was introduced before the final ban on Mastery was made into law, but no more than that.

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Its more the thing that the stone detect that the mind don't work as suspected when it comes to mastery and resulting from this the defence triggers. After all the stone was created to prevent Negation Masters that protect them self from mastery in some way to find out about the library for all future.

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Yeah, that could work. The Master's Mark would trigger the defence for a different reason than a Negation specialist, I imagine, but it would indeed trigger all the same.

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It is also possible that the Master's Mark is not the first attempt to prove that you aren't a mastery mage - hasn't it been banned and unbanned several times? If so it could simply be similar to a predecessor mark that showed "unworthiness" from the stone's perspective.

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I don't presume that House Kazus invented the technique behind making Marks unless they absolutely have to, and if they did it's highly likely they had help. So yeah, that sounds entirely possible.

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Step 05 Where are you?

 

You did go on a walk to get your head free but instead of focusing on the way you start thinking about all the things you learned and every thing happened the last days.

When your final focus on the here and now again you wondering how you got into the cave you are now. The erratic, almost live like lights that are coming from the crystals on the walls is nothing you have seen before but still you know this place is the place of learning you where promised to find. Each of the crystal contain huge amount of knowledge and you know the magic to learn from them. Even better there 2 large crystals you can use to practice your mind spells without fear of messing up on a human or leaving to much of the trace of mastery on you. You have the feeling that starting to use the library today would be to much for your mind to handle but still there so much knowledge at your arms reach!

Add The Crystal Cave; Add Study in the Crystal Cave; +1 Stress

 

1) Willpower leave the cave

Requirement: Not Prodigy: Life of Avarice

Success: You don't give into the temptation to start study the crystals right now instead your priority is to find a way back to your College.

Patience +1; Direct Continue to 6

Failure: Your already here so you should at last take the knowledge from one of the tiny crystals into you. So you use the spell to open your mind to the knowledge in the crystal and the knowledge starts to flooding your mind. It comes so fast and at such a force that your mind barely can handle it. You feel drained after you absorbed all the knowledge but you still have to go back to Academagica.

random Mastery SS +1; random Mastery SS +1; +1 Stress; Direct Continue to 6

2) Learn as much as possible, now!

Autosuccess: This large crystal looks really tempting and so you start to extract the knowledge in this crystal into your mind. But the Knowledge come to fast ... to much you don't even manage to understand a quarter of what hammers into your mind but it still don't stop. You try to end the contact with the crystal because you start to have a stabbing pain in your head but only after some try the connection finally ends. Sure you managed to learn new things about Mastery but was it really worth this headache you have now?

random Mastery SS +1; random Mastery SS +1; random Mastery SS +1; +4 Stress; Direct Continue to 6

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Step 06 Way Home?

 

(only works if the location is in the mountains)

 

You exit the cave and whoa it goes fare down right in front of your feet! How the heck did you even get here? You still can't remember! Now you have to find a way back to Acaedmagica and there appears no path leading away from the cave! So your only choice are climb or using some kind of flight magic.

 

1) Investigation Manner of a Champion: Your head hurt!

Roll Fitness + Manner of a Champion

Requirement Stress => 5

Success: You manage to ignore the pain in your head.

Temp: +1 Material Knowledge

Failure: It will be difficult to find the best way with this pain in the head.

Temp: -2 Climb -3 Negation -3 Incantation, -10 Material Knowledge, -10 The Everard Equation

(Success or failure the flag is given)

 

2) Investigation Elemental Warrior: Your training sure can help your here

Req.: Elemental Warrior

Autosuccess: Now its up to you if you use the power of the Earth to help you climb or the power of Air to giving you a lift

Temp: +4 Negation +4 Incantation +4 Climb

 

3) Investigation Revision Methodes: Use Cloud Monkey's Grip

Req.: No Elemental Warrior

Roll Luck + Revision Methods vs 6

Success: You manage to perform this simple revision spell, now climbing should be much easier.

Temp Strength +1 Fitness +1 Climb +3

Failure: Damn something was not right, maybe the magic from this cave interfered with you magic. So no gain.

 

4) Investigation Material Knowledge: Wait a second something not right here!

Req.: Stress <5 or Investigation 1

Insight + Material Knowledge

Success: You start feeling around the chasm and there is something solid you just can't see. Shoving some dirt there and a invisible path, probably build out of invisible material going away from the cave that is enchanted to keep clean, appears. This way its nearly impossible to see except when you know what you are looking for. Using some dirt should reveal the path for you even if just for a few minutes.

Failure: Your imagination must be playing tricks on you

 

4b) The Everard Equation: There some pictures on the ground

Req.: Stress <5 or Investigation 1

Luck + The Everard Equation

Success: Under some dirt you find a simply pattern to lay the Marrat cards but the way field is missing. From how it is placed the card for way would be placed where the large chasm is. Out of some intuition you shove some dirt to the place where the way should be placed and you find the field for way on what looks like a invisible path downward.

Failure: This dirth covered pictures tell you nothing right now and anyway you have the more pressure mater how to get down from here!

 

5) Courage: walk the invisible path

Req.: Investiagtion 4 or Investigation 4b

Autosuccess: Using some dirt from the wall to reveal the path so you can slowly move along it. Still its discouraging to think about how deep it go down but you managed to get back to the ground.

Logic + 1

 

6) Climb down

Req: Stress <5 or Investigation 1

Success: Some distance to the side you spot a much easier passage to get downward. It did cost you some time to get to the place you spot and your fingers where hurting from all the time you didn't find any grip with your feets but afterwards the passage downward was no large problem any more.

Observation +1 level

Failure: You lose the grip at a near impossible passage and fall! You already see you live rushing past when 'outch' you hit something hard. You can't see what stoped you fall but still it feel like there is some solid path right below you. So you careful crawl on all 4 downward on this invisible path.

+2 damage + 1 Pure Luck

 

7) Negation: Levitate downwards

Req: Stress <5 or Investigation 1

Success: Your levitation spell works like a charm and you easy reach the gound.

Concentration +1

Failure: You lift of but the distance you have to fly is simply to long! Suddenly you have to sneez and then you begin to fall because the spell ended! You already see you live rushing past when 'outch' you hit something hard. You can't see what stoped you fall but still it feel like there is some solid path right below you. So you careful crawl on all 4 downward on this invisible path.

+2 damage + 1 Pure Luck

 

8) Incatation: Manipulate the Air to glide downward

Req: Stress <5 or Investigation 1

Success: Gliding like a bird you circle downward to the ground.

Failure: You lift of but the distance you have to glide is simply to long. When you lost your concentration just for a moment you begin to fall! You already see you live rushing past when 'outch' you hit something hard. You can't see what stoped you fall but still it feel like there is some solid path right below you. So you careful crawl on all 4 downward on this invisible path.

+2 damage + 1 Pure Luck

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I still have to do the 2 magical fly ways to get down from the cave but nearly else should be finished.

 

The Crystal Cave was suggested previous already by me

 

Ability: Study in the Crystal Cave

Location: The Crystal Cave

Effect: +1 SS Mastery of choice; +1 SS Random Mastery; +1 SS Random Mastery; +1 Stress

Description: Using some kind of magic you can extract knowledge from the strange crystals in a cave high up in the mountains. You don't really understand how this magic work but there is a lot you can learn about mastery this way.

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Because we had the question what schools are open during the summer time I also have to define it for the 2 school I suggested.

 

The Purple Wizards of Thei Academy is official closed during the summer break. But some chosen prodigy stay during or special arrive at the summer break to expand their magic spectrum.

 

In short the academy teach some Mastery during the summer break but never would admit is. Also to protect them self only student that learned the basics of Mastery from some of the closed sections of the Academy, the Cristal Cave or some other place can join.

That means we could do a adventure in Y2 that end in a invite for this summer school between Y2 and Y3.

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I wonder what wonders await our wonderful world in Y2... :)

 

..But seriously, unless you actually knew somehow that they taught Mastery, you wouldn't be able to learn it there, and since the only feasible way to know is by actually being there, perhaps only previous students should be allowed that...?

 

I can't imagine my character with Mastery 10 just waltzing in the door and saying, 'Yo guys, so, I heard you teach illegal magic...' and getting taught it. Even if you put it very delicately.

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I wonder what wonders await our wonderful world in Y2... :)

 

..But seriously, unless you actually knew somehow that they taught Mastery, you wouldn't be able to learn it there, and since the only feasible way to know is by actually being there, perhaps only previous students should be allowed that...?

 

I can't imagine my character with Mastery 10 just waltzing in the door and saying, 'Yo guys, so, I heard you teach illegal magic...' and getting taught it. Even if you put it very delicately.

First of all the Academy will contact the player using the invisible bird for this and that why I said it need a adventure.

That leave the question how would they learn about the player learn Mastery to a high enough level?

But there different ways for this:

1) the official focus of this Academy is Astrology so it would be no wonder if they learn of a Mastery prodigy using Astrology magic.

2) The stone and even more the cave is probably under surveillance by the current acting master of the Purple Wizards of Thei (my personal favourite way)

3) There might be some under the hand info from Academagia about the student learned Mastery.

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Y2 Adventure

 

Req: Mastery > 15; no active Negation magic on the player; use of The Crystal Cave location (if this req. is not possible then the rewards have to be increased)

Title: Training at the crystal cave

 

Today you use one of the training crystals in the crystal cave to train your mastery but after your spell hit the crystal suddenly the crystal send some magic back at you!

What are you going to do?

 

Investigation 1) Theory of Mastery What kind of magic is it?

Req.: Theory of Mastery < 18

Roll Theory of Mastery vs 18

 

Success: Its some kind of mental duel that this crystal try to start. You are just not sure for what reason this duel is to be started.

Failure: Beyond that its some kind of Mastery there is nothing come up to your mind right now.

 

Investigation 2) Theory of Mastery What kind of magic is it?

Req.: Theory of Mastery => 18

 

Success: The crystal appears to start a duel and because you already learned from one of the library crystal that there will be some kind of test for the next level of study you expect this must be the thing.

 

Exit 1: Refuse the Duel

 

Req.: Investigation 1 or 2

 

In your mind forms the words "Refuse Accepted, come back when your ready!" afterward you could continue your training as normal

 

Exit 2: Curiosity. You accept the duel

 

Req.: Investigation 1 or 2

 

Success: Once you accepted the duel you learn about the rules. Losing Conditions: use of Negation magic, use of Magic that do vitality damage, leave of the cave, taking 5 or more fatigue during the duel. Victory condition: the opponent fill one of the losing conditions. Special Rules: Mastery Magic that do vitality damage do the same number fatigue damage instead; Only Magic attacks are allowed.

 

Direct Continue to the duel

 

Exit 3: Negation Spells. Dispel the magic coming at you.

 

Roll Negation Spells vs 15

 

Success: You using a fast general Dispel and managed to stop the magic. Still your unsure what the reason fro this magic was and what effect it would have.

 

Failure: With a stabing pain in your mind the words "Your not ready! Come back at a other day!" are forming.

 

-1 Vitality

 

All exit except for Exit 2 repeat the adventure step on he next visit of the crystal cave.

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Title: Duel the crystal

 

Duel vs the crystal

 

Rules: Losing Conditions: use of Negation magic, use of Magic that do vitality damage, leave of the cave, taking 5 or more fatigue during the duel; be under the control of the opponent.

Victory condition: the opponent fill one of the losing conditions

Special Rules: Mastery Magic that do vitality damage do the same number fatigue damage instead; Only Magic attacks are allowed.

 

Crystal stats for the duel

 

Mastery all SS 15 (Usable Spells have to be adjusted to give a player with mastery 16 a good chance to win i.e. Seal against Mastery is to powerful in this duel if there is no way to block it)

Willpower 11

 

Attributes: Charm 3 Finesse 5 Fitness 6 Insight 5 Intelligence 5 Luck 1 Strength 1 (Attributes are intentional not that high to give the player a better chance)

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Duel Success

 

You passed the test for future education and the next step would be joining a Summer School. If you choose to applicate this school will do some background check before send a messanger with more detailed informations about the school and how much the education would costing.

Should I forward the application you passed with this test for you?

 

Random Mastery Maximum +1

 

Exit 1) Yes

The school should contact you in 2-3 weeks if they will take you

 

Exit 2) No

As you wish. There will no future questions or tests for the remainder of this school year from this library for you!

Adventure end

 

Duel Failure

 

Your not ready now but you can come back and try this test again but best learn some more before doing so.

Random Mastery +1

 

Exit 1: Your head hurts

The way down the mountain is today nearly as bad as the first time you visit this library. Is it really worth this pain to study Mastery?

 

Note: I think a success / failure test via duel is a great way to see if the player is ready for the school. Because the final test against a other student of Mastery will happen at the end of the summer break to year 5 the summer school need to teach Y3 Mastery in the summer school at the start of Y3. Resulting from this the minimum knowledge of 16 in mastery to even take the test is necessary.

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~2 week after the Duel Success

 

You did go outside of Academagia for a walk when suddenly a purple envelop drop from the sky right in front of your feet.

The envelop have your name written on it with big letter but no visible marking of the sender.

When you pick it up the envelop crumble to dust leave you with a letter in your hand.

 

1) Read the letter

 

2) put the letter in your backpack

 

Letter:

 

Purple Wizards of Thei Academy

 

Herby we accept your application for the summer education at our school.

Our Academy is located at the isle of Thei and we expect your arrival within a few days after Academagia close for the summer.

The tuition of (2xContu school y2 or 1.5x Contu school Y3)is to be paid at your arrival.

Only the best 2 entries each year are free of the tuition also we offer a work option for people who can not afford this tuition.

 

 

 

Autor Note: student who not direct paying the tuition are planed to give a higher difficulty at the year 5 test.

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Thoughts about Y3 Summer School

 

Education is 2 time slot Mo-Sa each week

50% - 66,6% (2/3) is focused on Mastery

rest is mundane crafting (focus Jeweler) , suitable Artifice and Astrology (focus Marat and other not heaven centred fortune telling)

Edit:Draconic Philosophy replace Astrology if this skill is in Y3.

 

Work option cost 1 more time slot each class day and give mundane crafting but also sometimes vitality or fatigue damage.

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