recursal/Fanatic-Fandom huggingface dataset:
The Luner’s Amulet of Blood Absorption

## Luner's Amulet of Blood Absorption

##### Creation

Shesmu was a contradictory Ancient Egyptian figure to say the least. On one hand, he was known to be a deity of celebration. On the other hand, Shesmu was also known as the “lord of blood”, “great slaughterer of the gods”, and “he who dismembers bodies to extract the truth”. Unbeknownst his followers, Shesmu was also a blood mage in hiding, who was expertly skilled in mind based enchantments. When his mentor entrusted the Heru Cipher to him, Shesmu got to work.

Luner Badru, an ancient Egyptian craftsman who lived over several thousand years ago, was a master jeweler. He himself was not a mage. He was, however, a devout follower of the Cult of Shesmu. One night, Badru fell asleep in a Shesmu temple that was located at the Fayum (about 62 miles from Cairo). An idea came to him in a dream. (It was not uncommon for Shesmu to use such tactics when he did not feel like paying for a commissioned item from non-mages.) The idea that Luner Badru had from Shesmu was an amulet. This amulet is now known as **The Luner’s Amulet of Blood Absorption**. The cipher was subsequently stored in the amulet.

##### Capabilities

The amulet has three main purposes:

1. the ability to forcibly extract information from the minds of unwilling subjects
2. to forcibly soften a person’s will and brainwash them to do tasks they normally would not do
3. to conceal the Heru Cipher within and it would only appear if inkfox blood was used to reveal it.

The reason Shesmu allowed Luner to take the credit for the enchanted amulet was that he did not want those in power to realize he had a hand in its creation. It would raise suspicion especially given the amulet left its victim’s mind open to further extractions of information and further brainwashing.

Magical archeologists commonly thought the amulet had been lost to the sands of time. While individuals would claim to have found the amulet from time to time, any investigations revealed those claims to be false because they were brainwashed.

##### Antidote Recipe

There is a potion recipe that can be used to break the connection between the amulet and a person’s mind. Once the ingredients have been gathered, it may be added to water and administered to a handful of individuals. The recipe for the potion is:
Wands Option 5P

As you approach the glass-filled archway of the mounted knight, a large opening appears in the wall beside it, leading into a well-lit cavern. There are four separate alcoves within the cavern, each unique.

Option 6P: Hope: a snowy corner with a single flower blooming out of it

Option 6Q: Sun: a bright beam of light streams down upon a kingly paladin statue

Option 6R: Reflective Pool: a statue guards a shallow pool

Option 6S: Ambition: a horse awaits with a single-person chariot

Option 4C: Inspect a different glass door of the Earth chamber

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to graffiti the statues

Option 1N: Leave, attempting to steal the card to take with you
MD 10.A.3.3

Choosing to take a moment to rest and recharge within the sanctuary, you and your fellow wizards settle into the comforting atmosphere of the hidden chamber. The protective spell surrounding the sanctuary provides a sense of safety, allowing your group to recuperate from the magical strain endured during the confrontation with the malevolent figure.

As you rest, the ambient magic within the sanctuary seems to have a rejuvenating effect. The enchanted symbols on the walls emit a soft, soothing glow, imparting a calming energy that eases the tension within your group.

**Conclusion:** In the tranquil embrace of the sanctuary, your group takes the time to reflect on the recent events. The discussions reveal newfound insights into the enchanted realm and the lingering corruption that once threatened its very core.

With a renewed sense of purpose and vigor, your group decides to resume the quest to cleanse the corrupted enchanted realm.

Continue your adventure and confront the source.
Wands Option 4S French

"La liste suivant de baguettes magiques est dans notre inventaire en ce moment. Les prix varie en fonction de rareté, bien qu'un bon puisse utilisé pour n'importe quelle baguette magique."

Option 4K: Say you wish to begin

Option 3K: Ask about magic gemstones

Option 3W: Ask about magical spellbooks

Option 3B: Ask about the cards

Option E: Excuse yourself and Leave
Selkie Kelp

Selkie Kelp is a magical ingredient that is a kind of sea plant. It is commonly used for shapeshifting potions.

## Description

Selkie kelp is distinguishable in water by its mottled blue and green patterning in the slimey strands, which when exposed to air, temporarily turns rubbery until it is submerged again. This is one trait that is hard for Kelpies to replicate.

It has broad, long, grass-like leaves with a sleek profile while in water, though if washed ashore, it is often a messy jumble that can be hard to spot from afar on rocky beaches. Along the tip of each blade, it has tiny, whisker-like air bulbs for bouyancy that can sometimes be spotted along the surface like a tiny nose dipping along the passing waves.

### Magical Properties

While not all potions with these effects may use Selkie Kelp as an ingredient, these are traits commonly ascribed to the aquatic plant:

* Anti-Disease properties
* Shapeshifting
* Water breathing
* Cleansing
* Emotions
* Imagination
* Insight
* Creativity
* Balance
* Play

## Habitat

It is often found in rocky, sub-tidal zones in cool waters, which often coincides with seal and otter habitats. It is a favorite of both Selkies and Hippocampi, though Kelpies usually stay out of patches of it as it is harder for them to blend in with the coloration patterns, unless drawn in by possible prey. Kelpies may be lurking in nearby oarweed or other seagrasses, however, so caution is advised if swimming out to harvest the Selkie Kelp.

### How to Collect

It is simplest to collect in rubbery bunches that have **already washed ashore**. Selkie-kelp is one of the few green seaweeds that can grow at the tidal depths it does, which helps to distinguish it from other usually-brown kelps. The base of the plant has a round, stiff, and black meri-stem that stands mostly erect even when exposed at extremely low tides. Herbalist snorkelers should cut the leaves above this stem so that the plant can quickly regrow.

It is at its most potent if collected on a moonlit night, regardless if it was washed ashore or collected from the water. It is much fresher if harvested from the sea, but some potions do better with aged or dried kelp instead.

### How to Dry Selkie-Kelp

Some potions and even cooking recipes make use of dried Selkie Kelp, which can be achieved by leaving it spread thinly on racks to dry in the sun.

## Gardening

It is possible to grow Selkie-Kelp in rocky garden ponds and tall tanks that are kept a cool temperature. They need a moderate nutrient level which can be maintained with basic fertilizer within the water.

## Known potions using Selkie Kelp

* Phoenix Down
* Healing Salve
* Shapeshifting potions?
* ???
Wands Option 4I French

"Pour commencer, asseyez-vous dans une de la fauteuil fourni," the wraith explains. "Ayez un sensibiliser plaisant."

The wraith bows, then vanishes back into the floor.

Option 1Z: Sit in a chair

Option 4K: Call or Bell for the wraith to return for more questions

Option 1F: Flip the table over

Option E: Excuse yourself and leave

Option 1N: Attempt to steal a card/the deck of cards and flee
Wands Option 5C

A sweeping, elegant staircase with trailing vines leads through the sky to a neatly manicured sky garden which encircles the middle of the tower. Small trees, overhead pergolas, trellises, and archways provide shade and climbing structures for various vining plants, while planters are filled with flowers and vegetables, and one large plot is a meadow of tall grain. As you explore the garden, you come across two notable areas.

Option 6F: an airy art studio with a reflecting pool

Option 6J: a garden maze with shady trees

Option 5Cg: taste some of the fruit/vegetables

Option 4B: Inspect another area of the Air room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to set the garden on fire

Option 1N: Leave, attempting to steal the card to take with you
Asher Niesh

## Asher Uva Niesh

### Alias

* Ash - Nickname for when she is at Trefoil Academy of Magery and Sorcery. When she first started attending the academy as a student, she found the difference of the norms jarring enough that it helped the transitioning to use a nickname. It provided a constant reminder of where she was.
* 392643

### Relations

* Lady Katarina Vek (Aunt)
* Lord Claudius Vek (Status Partner, Dinah Community Ward, Cousin)
* Seran Vek (Cousin but views as an adopted daughter)
* Bruce Vek (Cousin)
* Lady Caitlyn Sloan-Davis (Status Partner)

### Personality

Asher Niesh is a charismatic and playful individual who brings a unique sense of humor to every situation. Her wit often leans towards the macabre. Despite this, she values honesty and respect, considering them fundamental principles that guide her interactions with others.

As a fiercely protective person, Asher is extremely protective over her cousin, Lord Claudius Vek, for she serves as his plumbum stipator. She also highly protective over the students and faculty at Trefoil Academy of Magery and Sorcery. If a lesson needs to be learned, she rather it be done at her hands where she can temper events than someone else who might intend harm. She is unwavering in her dedication to their well-being, readily stepping in to shield them from harm or injustice. In addition, Asher takes her responsibilities to the Vek Dinah Community quite seriously as well.

With an innate patience and understanding, Asher excels at teaching and guiding others. She takes pleasure in sharing her knowledge and helping those who are still learning, fostering an environment of growth and development. She is also a forever student, a tenacious learner and is highly inquisitive.

Asher possesses a very strategic mind, always one step ahead in planning and problem-solving. Her resourcefulness allows her to find creative solutions even in the most challenging situations. Her keen intellect make her an invaluable asset in navigating complex mysteries and uncovering the truth.

### Other Traits

* Illegal Mage (Necromancy, Telepology, Shadower, Maleficium)
* Shapeshifter (Snow Leopard)
MD 8.A.2

You decide to focus on a specific vision that emerges during the magical ritual. As you concentrate your energy, a vivid scene materializes before you. It's a vision of the enchanted forest surrounding Trefoil Academy, bathed in the ethereal glow of the moonlit night.

In the vision, you witness your friend wandering through the forest, seemingly guided by the mysterious symbol. The air shimmers with magic as your friend approaches a hidden portal concealed within the ancient trees. With a sense of purpose, they step through the portal, disappearing into the unknown.

The vision leaves you with a haunting sense of urgency. It becomes clear that your friend's disappearance is linked to the enchanted forest and the hidden portal.

**What's your next move?**

9.A.1a.i.a.i.b.i.i.i) **Share the vision with the group****:** Gather your friends and recount the specific vision, hoping to devise a plan together.

9.A.1a.i.a.i.b.i.i.ii) **Investigate the enchanted forest:** Decide to venture into the forest alone to follow the path revealed in the vision and uncover the mysteries tied to the hidden portal.
Wands Option 4D

As you reach for the door handle for the Fire element, the fireplace set within the doorframe shifts and enlarges, filling the entire doorway with a wall of fire. The flames part like incandescent curtains, revealing a stone bridge leading out over a brilliantly yellow skyscape. The bridge reaches out to several different platforms. Sparks and flickers of flame drift about in the air, but there is no smoke. You quickly realize, however, that you do not even need the bridge as there is no gravity in the room: you can freely will yourself to float along in any direction.

*Fire type wands tend to attune to those who are enthusiastic, adventurous, outgoing or even rebellious, passionate, brave, and valiant. They are often strong-willed and emotionally-driven, and many strive for success and respect.*

Option 5X: Detect Magic with a pre-existing wand or other magic focus object

Option 5Y: Attempt to sense for magic on your own

Option 5T: Nature's Crown: a platform of wildflowers split between summer growth and winter snow

Option 5U: Quest: a chariot waiting with a winged horse

Option 5V: Community: a platform with a large bonfire

Option 5W: Subtlety: an inverted platform with a stairway path that loops in and under itself

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to graffiti the bridge

Option 1N: Leave, attempting to steal the card to take with you
The Story

Game off:

The Trefoil Academy of Magery and Sorcery related experiences are part of an on-going interactive saga.

Each experience provides an unique and immersive story that can stand on its own. However, when you combine all the stories together, there is an overarching saga that unfolds. A good analogy would multiple books in the same series.

* Please visit This Year to learn more about the mischief and mayhem that is awaiting you.
	+ The overall story is closely tied to a hidden subculture called Player Society. This will begin to help orient you to their society, how they operate and explain a lot of behavior patterns.
* Please visit Prior Years to learn how your adventure fits into the overall story that is being told and to learn what has happened up to this point.
Wands Option 5Im

After you meditate for a time within the drifting bubble, two new cushions appear about 5' away before you.

Option 7O: Duality: a carved Owl figure perched atop a tapestry-woven pillow. The owl is holding a sword in one foot, and a mirror in the other.

Option 7Q: Intuition: a floating moon orb hovering over a pillow embroidered with silvery ripples.

Option 4E: Consider another island in the Water chamber

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to set the cushion on fire

Option 1N: Leave, attempting to steal the card and/or wand to take with you
Wands Option 1Z

Once you sit in the chair, a misty figure coalesces in the chair opposite you. They deal out the cards face up and indicate for you to pick one. These are not normal playing cards. No words nor numbers are written upon them. Instead, each is a work of art which animates when your eyes fall upon it, but stops the moment your attention moves to a different card. Which one do you pick?

Option: a moon whose surface hazily reflects you, with clouds that drift through a starry sky and form different animal shapes.

Option: a deep forest with moss-covered boulders, with a doe nosing around between the trees. A squirrel skitters among the trees.

Option: the open sky filled with fluffy clouds that scutter along on the breeze. Leaves and birds occasionally fly through, and you think you see a loose scroll page flutter by.

Option: an undersea tropical reef, full of vibrant corals and fish. A turtle swims through, grazing on seagrasses.

Option: a lively bonfire with celebrating figures dancing around and enjoying a feast as minstrels play songs. Loops of magic and light spiral through the air.

Option 1F: Flip the table over

Option E: Excuse yourself and leave

Option 1N: Attempt to steal a card/the deck of cards and flee
Wands Option 5Ce

It tastes delicious. It also does not simply dissipate in your mouth, so it apparently is real food and has not been conjured.

The wand is still waiting.

***Mulberry:** a wand for those adventurers with a natural charm. It is a wood of abundance, warmth, wisdom, community support, nature, growth, joy, variety, courage, focus, and fulfillment. Mulberry is believed to serve as the World Tree in some cultures, and the rising sun climbs up its branches to reach the sky; its leaves are also an important part of the silk industry. Bearers of Mulberry wands are nurturing, insightful, adventurous, generous, and have an air of maturity.*

Do you accept this wand?

Option 6F: Inspect the art studio on the other side of the garden

Option 6U: Touch the Earth runestone sitting nearby

Option 5Ct: try to eat ALL of the feast, and not share it

Option 4B: Inspect another area of the Air room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to set the garden on fire

Option 1N: Leave, attempting to steal the card to take with you
Illusion

This branch of magic involves the control of visuals and sounds that are not real. It tricks the senses and hides things. While illusion itself cannot be used to directly harm an opponent, it is extremely potent and powerful magic if used creatively. Illusions are excellent tools to misdirect, hide, startle, and disorient!

Some schools may touch on Lucid Dreaming in their Illusion classes, though officially such studies are under the branch of Onierology. Illusion does not cover the use of manifested Radiant or Shadow (Aether) energy, but instead only the visual use of light and dark.

## Areas of Study

### Phantasms: Mental

This type of illusion is purely within the target's mind as a hallucination only they can see or hear. It can be resisted by those with strong Mental defenses, and has overlap as Telepology.

### Glamours/Figments: Manifested

These sorts of illusions can be perceived by everyone: they are a manifestation of visible light, but lack any actual substance. They are mirages, ghosts, or holograms! Such magics are often used to entertain. They can also be used to create walls that are not really there, or even to cover traps with a false rug or to hide where the first step of a stairwell begins. Illusions can be used to enchant a ceiling to look like the night sky, or transform an entire stone-walled room into what looks like an enchanted forest!

**The easiest illusions are small and do not move**. Experts are able to create moving illusions, such as an illusory copy of themselves that makes it hard for opponents to figure out where to strike (see combat spell: Mirror Image), or a dragon swooping past and breathing illusory "fire" upon a crowd. The most difficult is full invisibility, which is mostly limited to powerful artifacts, though lesser Chameleon-type spells are prevalent among skilled mages.

Most illusions only impact one sense (usually sight). Elemental Evocation magic can be used with these illusions to add sensations of wind, heat, or dampness, or cold, and conjuration can be used to add smells to the air.

**An example spell is Minor Illusion**, with the casting word, *Crea Phasma*. It creates a stationary, immobile, illusory image that can be used to create a hiding place, cover a trap, leave a message, etc. Minor illusion is a visual effect only, and if done sloppily, is easy to tell something is amiss because it might not match, look too simple, or have other oddities. Detect Magic or touching it can definitely reveal the effect for what it is, because it's only a magical illusion and not physically present.

### Illumination/Shadow

The simplest form of illusion magic is conjuring light to see with. Such light is heatless and insubstantial, merely shedding illumination over an area until it is dispelled. The inverse of this is to suppress natural light over an area. Example spells include:

* Utility spell: Mage Light
* Nightfall
* Total Darkness
Wands Option 1Sk

This card shows a lively market fair full of vibrant stalls and shoppers. A cat is perched on a nearby crate, washing its paw, while birds fly overhead.

Option 1A: Ring the bell

Option 1H: Speak/call out ("Hello?")

Option 1Y: Sit in one of the chairs

Option 1Q: Shuffle the cards

Option 1S: Draw a random card

Option 1R: Pick up the deck of cards and look through it

Option 1N: Attempt to steal a card/the deck of cards

Option 1C: Set the cards down and wait

Option 1U: Scan the room for traps

Option 1F: Flip the table over

Option E: Leave
Wands Option 1Q

Whether out of mischief, curiosity, distrust of card-stackers, or a simple desire to touch the cards, you pick up the deck and shuffle it.

Option 1A: Ring the bell

Option 1H: Speak/call out ("Hello?")

Option 1Z: Sit in one of the chairs

Option 1R: Pick up the deck of cards and look through it

Option 1S: Draw a card

Option 1C: Wait

Option 1U: Scan for traps

Option 1F: Flip the table over

Option E: Leave.
Wands Option 1Sf

This card shows a cozy library with a crackling hearth fire and plush chairs. An owl flutters on a perch.

Option 1A: Ring the bell

Option 1H: Speak/call out ("Hello?")

Option 1Y: Sit in one of the chairs

Option 1Q: Shuffle the cards

Option 1S: Draw a random card

Option 1R: Pick up the deck of cards and look through it

Option 1N: Attempt to steal a card/the deck of cards

Option 1C: Set the cards down and wait

Option 1U: Scan the room for traps

Option 1F: Flip the table over

Option E: Leave
MD 9.A.2

You decide to embark on a solo journey, fully embracing the risks that lie ahead. As you step into the swirling colors of the portal alone, an oppressive darkness envelops you. The transition is disorienting, and when you emerge on the other side, the mystical realm is cloaked in moving shadows.

The enchanted amulet, once a beacon of light, now casts an unsettling glow that reveals the twisted forms of gnarled trees and ominous creatures that skulk in the darkness. The air is thick with an oppressive stillness, broken only by sinister whispers that seem to mock your presence.

In your solitude, you uncover the true nature of the hidden treasure—a repository not only of knowledge but also of malevolent entities and cursed artifacts. As you delve deeper, the realm itself seems to feed off your fear, twisting the very essence of magic into something corrupt and nightmarish.

As you attempt to return to Trefoil Academy, the portal resists your commands. The enchanted amulet, now tainted by the malevolent magic, flickers with an ominous glow. The path back becomes a maze of torment, and the nightmares converge upon you, whispering malevolent secrets that threaten to unravel your sanity.

Stranded in this abyss of darkness, your friends, sensing the malevolent turn of events, desperately attempt to reactivate the portal. The group, now burdened by a growing sense of dread, battles against the malevolent forces that seem to revel in their torment.

The enchanted forest, now a twisted nightmare, becomes a battleground of horrors. The group's journey is a descent into madness as they confront nightmarish creatures with hollow eyes and cursed illusions that warp reality into grotesque visions. Eventually, they manage to break through the evil forces, successfully reopening the portal. As they bring you back, however, the malevolent creatures linger, leaving a scar on the castle and its once-majestic enchantment.

The echoes of the nightmarish journey reverberate within Trefoil Academy, a haunting reminder of the evil that can lurk within even the most magical realms. The once-hallowed halls bear the scars of the malevolent influence, as if the very stones themselves weep for the innocence lost.

Care to try again?
Wands Option 6K

As you step down from the fountain into the circular landing that hosts the shield-bearing statue, the rustling murmur on the wind grows more noticeable, like a pattering of rain despite the clear skies. The statue here is facing outward, away from you, as though protecting the fountain or, perhaps, speaking out to address the rest of the room. Before the statue is a small pool. Interestingly, there seems to be a ripple of silvery light in the pool, swirling gently and causing the water to lap at a small row-boat. Nearby, there is a 2' tall runestone simply engraved with the Earth alchemical symbol.

A wand materializes out of the water and hovers within your reach.

***Aspen:** a wand for those courageous duelists with a clear vision. It is a wood of eloquence, protectiveness, determination, independence, completion, honor, and integrity. Aspen's bearers are often revolutionary thinkers who are not afraid to speak their mind, though are free from strong passions, remaining logical and analytical in their approach. Aspen has historically been used for making lightweight shields and paddles, and the trees often serve as natural gateways to other worlds. It is a tree that best symbolizes Voice.*

Do you wish to accept this wand?

Option 6Z: Yes! I select this wand

Option 6R: Touch the Earth Runestone, instead

Option 6O: Inspect the victorious torch-bearers instead

Option 4B: Inspect another area of the Air room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to sink the tiny boat

Option 1N: Leave, attempting to steal the card and/or wand to take with you
Basilisks

Basilisks are large, eight-legged reptiles, with some having the terrifying ability to poison or petrify their prey. Though not malicious, basilisks are indisputably dangerous.

Basilisks have eight legs and have scaly hides in a variety of colors from dark gray to dark orange, although the most common coloration is a dull brown body with a yellowish underbelly. Basilisks possess a single row of bony spines that line their backs, and some have a curved horn atop their noses. Basilisk eyes are the most notable feature, glowing with a pale green light. Adult basilisks can grow to 6 feet (1.8 meters)) long, not counting the tail, which could reach another 5 or 7 feet (1.5 to 2.1 meters). Basilisks typically weigh around 300 pounds.

Although basilisks are known for their ability to petrify their prey, only one specific breed is actually capable of this: the stone-eye basilisk. Both they and the venom-eye basilisk have magically empowered eyes granting them their respective powers, fueled by their own magical energy. Even the poison is purely magical, rather than a physical ability.

Typically, basilisks shelter within burrows, caves, or other similar areas. These dens are sometimes distinguished by what appear to be statues which are, in fact, creatures that had been petrified by the gaze of the creature.

Basilisks have a very slow metabolism, making their movements sluggish and clumsy. As a result, basilisks rely upon magic and ambush for hunting, and are unprepared for a hard pursuit. As a result, prey that flees usually escapes unharmed. To prevent this, basilisks typically lair in hidden dens, waiting for any prey unfortunate enough to wander in, even if it was extremely small. Basilisks are lazy, but cunning. When hunting, they pounce from hiding and attack with their petrifying or poisoning gaze and a vicious bite. They only need to eat one large meal (the size of a deer or a humanoid) a month, owing to their slow metabolisms, though will gorge themselves on any provided meat. Basilisks have a robust digestive system and some breeds can digest even stone.

Hatchlings will burrow into statues to feed. Some breeds are said to lose their ability to eat petrified stone when they matured to adulthood. An adult with no young that had petrified a victim simply left the statue standing where it was struck, though greater basilisks were more likely to smash a statue with a swipe of their tails.

Although basilisks are usually thought of as one variety single type monster, there is more than one breed:

* Stone-eye basilisk - The archetypical basilisk, capable of petrifying its victim with its glare.
* Greater Stone-eye basilisk - A larger and more intelligent breed with an evil disposition. It was extremely near-sighted, and consequently the range of its petrifying gaze was much shorter.
* Venom-eye basilisk - A less famous variety that caused its victims to become poisoned rather than petrified.
* Cyrenese Basilisk - a tiny, cobra-like version of the venom-eye basilisk.
Wands Option 4A

As you reach out to touch the door handle, the Aether door opens all on its own. A disorienting vastness is on the other side: a star-filled spacescape with wisping clouds of shifting, colored fog. Motes of magic drift through the air, and there are five different floating islands visible. Before you, a glowing, ethereal bridge manifests itself out of thin air, stretching out towards the center of the space. You quickly realize, however, that you do not even need the bridge as there is no gravity in the room: you can freely will yourself to float along in any direction.

*Aether type wands tend to attune to those of deep insight and curiosity, and/or strong mental powers. It is an element of pure magic and spirit which makes up the weave between the realms, and often manifests as Solar, Lunar, or Shadow, or as a balance among all elements.*

Option 5X: Detect Magic with a pre-existing wand or other magic focus object

Option 5Y: Attempt to sense for magic on your own

Option 5J: Independence: this island of dark, polished stone is floating above you, away from the others.

Option 5K: Meditative Island: a comfortable cushion rests on this island, and unlit candles and incense are available.

Option 5L: Playful: this island is bouncing slowly through the space, and is fun to try to reach as it tries to escape. A colorful tree grows on this island, its roots entangling the whole structure.

Option 5M: Subtlety: this island seems to fade in and out, and vanishes if you are not looking for it.

Option 5N: Warrior or Hero: this island is straight ahead and boasts a statue of an armored warrior.

Option 5O: What is that over there...?

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attack the doors with intent to damage them

Option 1N: Leave, attempting to steal the card to take with you
Spirit Stone

The Spirit Stone is a highly illegal and controversial magical artifact that is generated using forbidden practices known as the Forbidden Arts. This illegal branch of magic involves the extraction of a fragment of an individual's essence, which is then imbued into the stone. The Spirit Stone grants the possessor increased resilience, making them significantly more challenging to kill or incapacitate. However, the usage of the Spirit Stone comes at a significant cost, as any harm or damage inflicted upon the stone directly impacts the person to whom the essence belongs.

### Creation and Forbidden Arts

The creation of a Spirit Stone requires the utilization of the Forbidden Arts, a highly dangerous and strictly prohibited form of magic. Practitioners of the Forbidden Arts delve into forbidden rituals and tap into equally forbidden sources of power to manipulate the essence of living beings. This includes the extraction of a portion of an individual's essence, which is the life force and core essence that sustains them.

By channeling these energies, practitioners of the Forbidden Arts are able to transfer the extracted essence into a specially prepared stone, creating the Spirit Stone. The process is intricate, intricate, and morally reprehensible due to the violation of the laws of nature. Consequently, possession or usage of the Spirit Stone is deemed illegal in most magical societies and subject to severe penalties.

### Resilience and Consequences

Possessing a Spirit Stone grants the individual enhanced resilience and a heightened ability to withstand harm. The stone acts as a protective barrier, absorbing and dispersing the energy of attacks, rendering the person far more difficult to kill or incapacitate. It effectively serves as a shield, providing a layer of defense against various magical and physical threats.

However, the connection between the possessor and the Spirit Stone is symbiotic, and any damage inflicted upon the stone has direct consequences for the individual. If the stone is shattered or destroyed, the person experiences severe physical and metaphysical repercussions. This connection makes the individual vulnerable, as harm or damage to the stone can result in injury, illness, or even death.
MD 12.A.3

Choosing to conduct a ritual of purification within the fortified sanctuary, you and your fellow mages gather in a circle, wands raised, and begin the intricate process of cleansing the corrupted energies from the enchanted realm. The air becomes charged with the combined magical energies as you channel your collective intentions into the ritual.

The magical symbols on the walls respond to the ritual, glowing brighter as the enchanted realm itself seems to acknowledge your efforts. The corrupted energies within the realm writhe and contort, resisting the purification process, but the fortified sanctuary holds firm against their onslaught.

As the ritual reaches its climax, a surge of purifying magic emanates from the enchanted realm's walls, cascading through the twisted landscapes. The corrupted energies dissipate, replaced by a revitalizing wave of cosmic magic that restores the natural balance of the realm.

In the aftermath of the purification, your group discovers your missing friend, who had been trapped and overwhelmed by the malevolent forces. The purification process has freed them, and as the enchantment lifts, your friend regains consciousness, grateful for their release.

With the enchanted realm now purified, your group, including your once-missing friend, emerges from the sanctuary to witness the rebirth of a once-beleaguered realm. The restored landscapes whisper tales of gratitude, and the cosmic potential of the realm flourishes anew. The mystical symbol, now a beacon of hope, invites exploration and discovery, marking a chapter of triumph over adversity.

The mages of Trefoil Academy, having cleansed the corrupted enchanted realm through their collective efforts, return home with newfound knowledge and a deeper understanding of the delicate balance between magic and darkness. The enchanted realm, now a testament to the resilience of magic, stands as a beacon of hope in the magical world.

Care to adventure again?
Wands Option 5B

The widest of the bridges reaches straight across the sky-space to the base of the immense tower. Within is an enormous hall which, despite its majesty of scale, is rather simply adorned. Around its perimeter, fire pits offer a low and steady warmth. Tall pillars reach up to the arching ceiling and rafters, easily supporting the whole of the tower above. Each column is carved with sturdy runes and sigils, sharing ancient wisdom. The stones are weathered but sturdy, with patches of moss.

Ahead is a raised dais with a large but simple cushion.

Option 5Bg: Sit on the cushion to meditate

Option 5Bm: Attempt to translate the runes and sigils

Option 4B: Inspect another area of the Air room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to set the cushion on fire

Option 1U: Attempt to graffiti the pillars

Option 1N: Leave, attempting to steal the card to take with you
Wands Option 2Af

After you study the card, the figure smiles and gestures towards the wall, where an archway has appeared with embedded constellation shapes glowing within the dark stone. Through it is a spiral stairwell filled with soft light leads up or down, with another door leading away on this same level, a book engraved upon it. A sign is posted by the stairwell with a wand next to a down arrow, and a gemstone next to an up arrow.

What do you do?

Option 3L: go down the stairs (wands)

Option 3O: go up the stairs (gemstones) TEMPORARILY CLOSED

Option 3C: go through the door (spellbook) TEMPORARILY CLOSED

Option E: Return the card and leave

Option 1N: Leave, attempting to steal the card to take with you
Solano School of Magic

A fairly small, semi-secret school, specialized in training nonhumans to use magic. Since one species' magic can often be fundamentally different from another's (the end results can be similar, but the magical "pathways" might be quite different), Solano has a highly decentralized model of teaching, with an emphasis on individualized instruction, self-teaching, and student-led magical research projects.

**School Colors:** Gold and Midnight Blue

**School Mascot:** a stylized setting sun

## School Details

### Location

Solano is located in Arizona, but draws students from all over the world. While the school itself is protected by the standard wards, the nearby canyon town of Sedona is open to magical travel, for easy access from anywhere. The school’s existence is kept quiet enough that the security risk this causes is minor.

### Size

It is a small school with only around 200 students. Most are non-humans, though a few human students are in attendance.

### Age and History

Solano is a young school, founded about 80 years ago, with the initial goal of providing magical education to non-human mages. This was done in two ways; students were helped with mastering their innate magic, but could also choose to learn “wand magic,” the school’s name for the sort practiced by traditional human mages.

Because there are vast differences in magic between species (and sometimes even within a species), a traditional approach to education was impossible. Realizing this, the faculty decided to adopt a less structured approach. While classes were taught, large classroom settings tended to be reserved for theory, while more applied classes were generally hands-on, and taught in smaller groups. The open teaching style has proven attractive even to human students, and a handful now attend the school.

## Student Life

In fostering magical talents across a broad range of species, all applied-learning classes are taught in small groups to allow for experimentation and variations in each student's approach. Older students are encouraged toward independent study to learn more about areas that interest them, and to help teach younger students. The school’s encouragement of deep exploration into fields students find interesting has led to a relatively lax policy on what magic was acceptable to study. The school’s policy could be summed up as “You know what you’re doing, as long as you’re not actively hurting someone else, go for it.”
People

You will meet and be exposed to a wide variety of cultures at Trefoil Academy of Magery and Sorcery.

When exploring different cultures, please be careful of **ethnocentrism.** Ethnocentrism is the tendency to look at the world primarily from the perspective of one's own culture. Ethnocentrism often leads to incorrect assumptions about others’ behavior based on your own norms, values, and beliefs.

**Cultural relativism** is the principle of regarding and valuing the practices of a culture from the point of view of that culture and to avoid making hasty judgments.

Related Pages:

* Player Society
* Other Schools
Wands Option 1Sa

This card has a completely mirrored surface, showing your reflection.

Option 1A: Ring the bell

Option 1H: Speak/call out ("Hello?")

Option 1Y: Sit in one of the chairs

Option 1Q: Shuffle the cards

Option 1S: Draw a random card

Option 1R: Pick up the deck of cards and look through it

Option 1N: Attempt to steal a card/the deck of cards

Option 1C: Set the cards down and wait

Option 1U: Scan the room for traps

Option 1F: Flip the table over

Option E: Leave.
Wands Option 3X French

The wraith gives a thin smile. "Les clients peuvent sonner la cloche pour l'aide. Alors, que puis-je pour vous, mécène?"

Option 3V: Inform that you do not understand that language

Option 3J: Ask what this place is

Option 3B: Ask about the cards

Option 3M: Say you are here to buy a wand

Option 3G: Say you are here to buy a magical focus item for yourself

Option 3Q: Ring the bell

Option 3T: Excuse yourself and leave
MD 12.A.3.2

Choosing to embark on a quest for leyline intersections, you and your fellow mages set out from the sanctuary with a newfound purpose. The enchanted symbols on the walls seem to guide your way, leading you to the heart of the corrupted enchanted realm, where leyline intersections converge.

As you traverse the twisted landscapes, the malevolent forces react to your presence, creating challenges that test your magical abilities. The mystical symbol on the walls flickers with anticipation, hinting at the power of the leyline intersections and the potential for a grand purification ritual.

**What's your next move?**

14.A.1a.i.a.i.b.i.b.i.b.i.a.i) **Perform the purification ritual****:** Choose to perform the purification ritual at the leyline intersections, channeling the collective magical energies to cleanse the corrupted enchanted realm and restore its natural balance.

14.A.1a.i.a.i.b.i.b.i.b.i.a.ii) **Confront the source of corruption****:** Opt to confront the source of corruption within the leyline intersections, aiming to directly challenge the malevolent forces and eradicate the root cause of the enchanted realm's decay.
Wands Option 3J

The wraith replies, "This is a shop for supplying patrons with the finest wands, gemstones, or magical spellbooks. Are you interested in acquiring such items?"

Option 3M: Ask about wands

Option 3K: Ask about gemstones

Option 3W: Ask about magical spellbooks

Option 3B: Ask about the cards

Option 3T: Excuse yourself and leave
Wands Option 4C

At your approach with the your card, the door labelled Terra splits down the middle and swivels open, revealing a tall castle hallway with beautiful, symmetric stained glass flowing along the walls, backlit to splash color across the smooth flagstones of the floor. At the end of the hall is a circular room with a tall archway similarly set with stained glass, each archway filled with a different scene.

*Earth personalities tend to be calm, practical, hard-working, brave, smart, wise, stable, loyal, committed, and patient. They are often traditional and prefer confirmed facts over concepts, with stable emotions.*

Option 5X: Detect Magic with a pre-existing wand or other magic focus object

Option 5Y: Attempt to sense for magic on your own

Option 5P: Boldness: a noble knight rides with a banner

Option 5Q: Serenity: a peaceful mountain scene with a waterfall

Option 5R: Scholar: a figure at a study desk in a private library

Option 5S: Elegance: a pair of beautifully dressed figures at a feast

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to cause a cave-in

Option 1N: Leave, attempting to steal the card to take with you
MD 5.A

With determination, you lead the group in a thorough search of the forgotten chamber. Your keen eye spots a subtle seam in the wall, and with a gentle push, a hidden compartment is revealed. Inside, nestled within a bed of ancient velvet, lies the enchanted amulet adorned with the mysterious symbol.

As you hold the amulet, a surge of magic courses through your veins, connecting you to the castle's ancient energy. The amulet seems to resonate with the symbol, and a soft glow emanates from its core.

**What's your next step?**

6.A.1a.i.a.i) **Activate the amulet****:** Channel your magical abilities to unlock the amulet's secrets and potentially discover more about your friend's disappearance.

6.A.1a.i.a.ii) **Examine the amulet closely:** Inspect the details of the amulet before deciding on the best course of action.
Asmodeus

King of Hell

Lord of the Pit

Prince of Darkness

Lord of All Devils

Prince of Law

The Lawful Flame

Asmodeus is the ruling deity of the Nine Hells, ruling himself from the Ninth and central circle. An Archdevil that ascended to true godhood during an ancient cosmic war against the heavens, Asmodeus rules over the Hells with an iron fist and a ruthless will. Possibly among the most ancient of cosmic entities, on Noxerra Asmodeus is mostly worshiped by wayward dark mages across the wasteland - or more commonly by the legions of Hell released upon Valtoria in what is now the Hellmouth. Along with the demons of the Abyss and legions of undead, true concentrated worship of Asmodeus and the other Archdevils is confined there, though given his patronage over the sphere of slavery he has his share of faithful in the slaver states of Sethulhmet as well, though not quite as publicly.

Asmodeus is a cruel but strict god - presiding over dark laws and virtues, extending contracts to mortal worshipers in order to claim souls for his hellish legions after death. He is served loyally by the other eight Archdevils with whom he warred against the heavens - many of whom he corrupted from celestials into devils. A trickster and a true fiend, his goals are beyond mortal understanding - and his knack for grand machinations perhaps rivaled only by his Demon Lord counterpart Graz'zt.
East

East is a staff member at Trefoil Academy. During her tenure there, she has served as:

* former Assistant Head of Wolfin House
* professor in Healing studies
* Quadball coach
* current Head Healer for the Academy.

East was born and raised in Wilmington, NC USA to a mage father and mundane mother.  Her father was an artificer specializing in mage computer tech and systems, and her mother was a librarian.  Both are retired and living peacefully in a small seaside home.  Her brother is a fire mage with DEMA (Dept. of Emergency Management Agency) and he responds to and assists with resolving magical disasters.  Her branch of the family is an offshoot of the Windsor bloodline (t2r3 of the Engout board), but was allowed to leave. Her paternal grandfather is still a member of the Windsor bloodline.  Her grandfather is a Blood Herald and would very much like to see East join the ranks.  Despite her continuing to decline the invitation, they remain on excellent terms. Her family boasts a long line of accomplished Healers….except her cousin Arnold, who tries.

East attended Atlantis Academy for Magic as well as Trefoil Academy, sorted into Wolfin House, and excelled at healing and defense and was an accomplished Quadball keeper.  She completed her studies in Healing while simultaneously working as a mediwizard.  Once she completed her studies, she worked as a Healer for a few years in the local hospital in her home town before a chance encounter with a Marshal found her entering the Auror program through the US Magical Marshals.  Once qualified as an Auror, she found a niche working on strike teams as their designated Healer.

A series of events found her reconnecting with previous Trefoil contacts in the European Auror division and she has now found herself a member of an International Auror Squad as the team’s healer.