recursal/Fanatic-Fandom huggingface dataset:
MD 2.B.1

Despite your efforts to keep the quest a secret, your housemate's disappearance quickly catches the attention of the staff. The head of your house pulls you aside to inquire what you know or not know.

"I am worried about Serona. Riftcraft magic is a dangerous branch of magic because a lot can go wrong quickly. Secrets, while often well-intentioned, could easy result in Serona getting harmed. Concealing such matters is not in alignment with the values of Trefoil Academy of Magery and Sorcery. What do you know about their disappearance?"

**What's your next move?**

3.C) Tell the truth.

3.D) Lie.
This Year

## 2024 TASS (FORGOTTEN)

### Summary

An insidious curse has shattered the unity of Trefoil Academy of Magery and Sorcery.

This magical school for gifted young mages is renowned for the unbreakable bonds that form within its enchanted walls. At the heart of the Academy's strength is its community formed across its noble and great houses.

Recently, it was discovered that students and faculty from 3 of the 7 houses have mysteriously vanished from existence. The curse erased collective knowledge of these houses. No one remembered these houses' identities, proud traditions, and the individuals who called them home. Until now.
Last year, the students became aware of this malevolent curse. They directly witnessed its power. Students sought to convince the faculty of its existence. Curses, if not stabilized, grow stronger with time. The curse threatens Trefoil Academy's very essence.
The Academy now stands at the precipice of oblivion. The remaining four houses risk being forgotten. The existence of Wolfin, Phoenixter, Dragonor, and Waverider hangs by a fragile thread.
It falls upon you, brave adventurer, to unravel the curse that shrouds Trefoil Academy of Magery and Sorcery. Do you embark on a dangerous quest to discover the origins of this evil curse, to break its devastating hold, and to rescue your forgotten peers and faculty?

Time is of the essence. The future of magic and sorcery depends on your courage, resourcefulness, and cunning. Join us on this epic journey to save our beloved Academy. Together, we shall endeavor to rewrite our fate, to reclaim our identity, and to restore the bonds that have been torn asunder.

The adventure awaits. Will you answer the call?

(To learn how this year's adventure ties in the over-arching saga, please see Prior Years. While it is not necessary to know what came before, it can add an additional layer of depth.)

Magical Newspapers/Articles:

January 14th Newspaper: Magical Mirror

Check back for more

#### Introduction Skits

On July 12th and July 13th @ 8 am ET, a new video will become available.

SKITS
 This row will be updated later with the 2024 unit's name and playlist.

#### Useful Pages To Be Familiar With

* World Tree
	+ Doomsday Devices
	+ Shards
* The Prophecy of the Second Coming
* Cursed Houses
* Magical Eye Detective Agency
* Riftcraft

* *Entities*
	+ Trefoil Academy of Magery and Sorcery
	+ Westgaard Bloodline
		- Lord Perttu Westgaard
		- Aidan Westgaard
	+ Vek Bloodline
		- Lord Claudius Vek

##### In Addition, You Are Likely To Encounter

* Blood Heralds
* Lorekeepers
* Sentinels
MD 10.A.3.2

Choosing to study the magical wards within the sanctuary, you and your fellow mages delve into the intricate symbols adorning the chamber. The air hums with ancient magic as you analyze the protective properties of the wards, seeking to understand their origins and how they resist corruption.

As you decipher the magical language etched into the walls, insights unfold. The wards are ancient spells crafted by powerful mages of old, designed to repel dark forces and safeguard the enchanted realm. Your group discovers that these magical safeguards were once employed to maintain the purity of the realm and counteract any potential threats.

**What's your next move?**

11.A.1a.i.a.i.b.i.b.i.a) **Fortify the magical wards****:** Choose to use your newfound knowledge to fortify and strengthen the existing magical wards, ensuring that the enchanted realm remains protected against future corruption.

11.A.1a.i.a.i.b.i.b.i.b) **Explore the sanctuary further****:** Decide to explore the sanctuary further, hoping to uncover additional secrets or hidden knowledge that might aid in your quest to cleanse the corrupted enchanted realm.
Wands Option 10

### Game Off: Instructions:

Please post a message to the **Academy's Private Owlery** on the TAVSP forums to receive your in-game magic object of choice. Include:

* If it is a Wand or Spellbook
* Type of wood, if applicable (press the back button if you forgot!)

**Every registered Academy student has one "Voucher"** for one of these virtual items, for free. After that first one, additional wands, spellbooks, and/or gemstones will cost gems, the in-game currency; you can see how much you have on your forum profile. Once a GM sees your post in the private owlery, your profile will be updated and your wand/stone/spellbook will be sent to you on the forums!

We hope you had fun! Feel free to explore this shop some more.

* Quicklink back to start
* Quicklink back to the stairwell
MD 3.A

The group decides to examine the magical artifacts scattered throughout the forgotten chamber. The artifacts, covered in a thin layer of dust, seem to pulse with dormant magic as you approach. Among them, you discover an ancient crystal vial with a stopper sealed by wax. The wax bears an imprint of the same mysterious symbol.

As you carefully unseal the vial, a faint ethereal mist escapes, enveloping the group. In the mist, glimpses of the castle's past dance before your eyes, revealing moments of joy, learning, and forgotten mysteries.

**What's your next move?**

4.A.1a.i) **Focus on a specific memory****:** Attempt to concentrate on a particular memory within the mist to gain insights into the hidden treasure and your friend's disappearance.

4.A.1a.ii) **Share the experience with the group****:** Invite your friends to join in the ethereal mist, hoping that collective insights might unravel the castle's secrets.
Sun Chamomile

Sun chamomile is a magical variety of flower that looks like a radiant, golden daisy. It is originally native to most of Eurasia, but has spread easily around the globe where-ever introduced.

## Description

Sometimes treated as a mere weed, Sun Chamomile can be recognized by its twice-divided, feathery leaves and its radiant, warm glow. It wilts at sunset and goes dark, but reinvigorates at the dawn's first rays of light, and stands tallest when the sun is at its zenith in the sky. As such, it tends to do poorly in winter when the nights are long. Its flowers are like glints of sunlight on a hill, with little glowing petals encircling a yellow center cone. It has a sweet aroma reminiscent of apples; its very name "chamomile" means "earth apple."

### Magical Properties

While alive and under sunlight or solar effects, Sun Chamomile will naturally glow. Alas, this effect ends the moment the sun goes down or it is taken into the dark, heavily limiting its usefulness as any kind of light source.

While not all potions with these effects may use Sun Chamomile as an ingredient, these are traits commonly ascribed to the herb:

* Solar magic
* Sun and light
* Peace, tranquility, and meditation
* Sleep
* Healing: skin, wounds/heal, anti-inflammation, nausea, cramps
* Anti-anxiety
* Summer
* Wealth
* Water element
* Purification

## Habitat

Sun Chamomile prefers sunny fields and meadows where the sun is plentiful and the soil drains quickly. It can often be found in pastures, crop fields, roadsides, and magical gardens.

### How to Collect

Remove the whole head of the flower from the stem during daylight, ideally around noon for highest potency. They can also be harvested as a whole stem, but this is unnecessary. Clear vials are best to keep them in sunlight, and for best results, enchanted with a solar light charm inside to keep the blossoms from shriveling.

### How to Prepare

Sun Chamomile is **most potent when fresh**, and can be chilled to last a few days provided there is an **active solar light charm** on the vial. It can also be dried under sunlight or a lighted drying cupboard that is well-ventilated; they are often sold this way, either as whole blossoms or crushed.

## Gardening

Sun Chamomile is easy to grow, simply preferring lots of direct sunlight and well-drained soil. It is often planted around other sun-loving plants, but care must be taken not to let those other plants overtake and shadow Sun Chamomile, stunting the herb's own growth.

This variety of chamomile is an annual that grows best by seeds in dry soil. It should only be watered during long droughts when it seems to be wilting during the day, and should not be heavily fertilized as it reduces the number of flowers.

## Known Uses of Sun Chamomile

In addition to being used as a magical yellow dye for threads that will glimmer in the sunlight, Sun Chamomile is also known to be used in these potions:

* Sleeping Tea
* Calming Tea
* All Healing potions
* Curse-Break Elixir
* ...?
Wands Option 2Ab

After you study the card, the figure smiles and gestures towards the wall, where a moss-covered archway has appeared in the white wall. Within, as though grown within a living tree, a spiral stairwell filled with soft light leads up or down, with another door leading away on this same level that has a book engraved upon it. A sign is posted in the center with a wand next to a down arrow, and a gemstone next to an up arrow. Somewhere, you think you hear distant bird song.

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)

Option E: Return the card and leave

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

Merric Mandrake is a halfling sorcerer and a founding member of the Party. Born in the hidden halfling community of the Crater, Merric was ostracized in his home for his curious and risky behavior. After making contact with the meteor in the Crater's center, a spark in Merric's arcane ancestry was awakened, granting him his sorcerer's powers. These powers were discovered however by the other halflings of the Crater, who banished him out into the wasteland where he was soon captured by a slaver band led by Trask. Trask sold the halfling to the Blood Dog Tribe in the Tribal North. Eventually, Merric was won in a duel by Jorg-Hammer, who freed the halfling not long after. The two encountered Pandora Von Smythe and Pezzack Ingor on the road to Kethis, where the four established a loose alliance to traverse the cursed city in search of the *Necros Arcanos* and the Blade of Calleus. The four remained together after this venture, establishing a party that would go on to endure several quests across Noxerra.
Wands Option 1Sh

This card shows a moon whose surface mirrors you, with clouds that drift through a starry sky and form different animal shapes.

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
Arnica Oil

Arnica itself is an arctic perennial herb related to sunflowers. Some varieties are poisonous, so it must be selected carefully. It is often sold prepared as oils for topical use, as ingestion is not advised.

## Description

The prepared oil is golden with a bitter, herbal scent. The plant itself has soft, fuzzy leaves and large yellow flowers, which are steeped in oil to create the tincture used in many healing salves and poultices **for external use**, as it is known to reduce bruising.

### Magical Properties

While not all potions with these effects may use Arnica Oil as an ingredient, these are traits commonly ascribed to the herbal tincture:

* Healing (external): fractures, bruises, open wounds, anti-inflammation, soothing burns and aches
* Wolves; it is called the wolf flower
* Strength
* Summer
* Fire
* Protection
* Grain
* Binding and snares (especially for spirits)

## Habitat

As a plant, Arnica is found in high grasslands, shrubland, and alpine mountains, where it can grow in rolling fields of vibrant yellow blooms. The higher the altitude, the greater the magical potency. The prepared oil is commonly available at apothecaries.

### How to Collect

The plant is fragile, and it is easy to knock the flowers off into bags or baskets. Some flowers should be left for seeding. However, it should be prepared in less than a day, as once plucked, these tenacious little flowers will transform into fluffy, dandelion-like seed pods that cannot be used in recipes!

### How to Prepare

Use or dry them within a day of harvest to prevent the flowers from transforming into seed pods. Spells are often used to speed up the dehydration process to stop the conversion. Using either fresh or dried blossoms, they can then be placed in oil in a double-boiler at a low boil (~170 degrees F) for 4-8 hours with the lid off to allow moisture to escape. Then turn off the heat and allow to infuse for another two days before straining the flowers out of the oil. Olive oil, almond oil, sunflower oil, and jojoba oil are often used.

## Gardening

Arnica prefers plenty of **sunlight and poor soil,** making it easy to grow where few plants could otherwise thrive. It should be **watered to keep the soil moist**. It spreads easily and can be grown with patience from seed, with cuttings in the spring, or by fully transplanting from the wild. It prefers sandy, somewhat alkaline soils (higher pH), but grows in nearly any well-drained, non-boggy soil. For best results, start it indoors by seed and only move outdoors after the last frost.

Arnica should not be consumed; care should be taken around pets.

## Known Uses of Arnica Oil

* Healing Salve
* Pheonix Down
* ...?
MD 10.A.3.1

Choosing to invoke a protective spell, you and your fellow mages unite your magical abilities to cast a shield against the malevolent figure's influence. The air hums with the collaborative energy as the protective spell forms a barrier, shielding your group from the evil forces that assail you.

The malevolent figure, frustrated by the resistance, intensifies its onslaught, attempting to breach the protective shield with twisted magic and purple tendrils. However, the collective strength of your group holds firm, repelling the darkness and maintaining the sanctity of the enchanted realm.

As the confrontation continues, the malevolent figure weakens against the resilient barrier. The enchanted realm responds to the protective spell, with vibrant energies beginning to counteract the corruption that had seeped into its core.

In the aftermath of the intense magical confrontation, you and your fellow mages take a moment to survey the cleansed enchanted realm. The protective spell, though taxing, has successfully shielded the realm from further corruption, and the once-malevolent figure fades into the remnants of defeated shadows.

The enchanted realm, now protected and on the path to restoration, reveals its true beauty. Vibrant colors replace the twisted landscapes, and different energies weave a tapestry of newfound wonder. The mysterious symbol, once flickering with evil, now radiates with a serene glow, marking the entrance to a realm reborn.

As you explore, you discover ancient gardens, ethereal creatures, and magical springs that reflect the cosmic wonders of the realm. The protected enchantment is a testament to the resilience of magic, and the unity of mages against the encroaching evil.

In a surprising twist, you come across your missing friend who had returned home during the commotion of the magical confrontation. Their eyes widen in amazement at the transformed enchanted realm, and they express gratitude for the protective efforts of your group.

With the enchanted realm now safeguarded, your group decides to return to Trefoil Academy, carrying with you the knowledge of the corrupted realm and the importance of collaborative magic to protect against the dangers that lurk in the pursuit of magical secrets. The enchanted realm, though scarred by its past, stands as a symbol of the triumph of protection and unity over the encroaching evil.

Care to adventure again?
Wands Option 3B French

The wraith explains, "Les cartes serve comme la première étape pour harmoniser soi-même pour être en mesure de trouver un objet magie pour se concentrer leur magie. L'objet assortit leur signature personnel magie. Si vous voudriez commencer, vous pouvez vous asseoir. Si vous avez des autres questions pertinent, vous pouvez me demander maintenant."

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

Option 1Z: Sit in a chair and begin

Option 3J: Ask what this place is

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 E: Excuse yourself and leave
Boar Mint

Boar Mint is a magical ingredient that is a kind of herb. It is commonly used for antidotes and healing.

## Description

An aromatic green, perennial herb. Boar Mint can be told apart from other mints by the long, coarse, brown hairs that shoot up from along its roots and overground spreader shoots. The stems and leaves are often a deep green and sometimes have pinkish tips to their serrated leaves. It has a sharp peppermint flavor. When it flowers, it has a budding head with hundreds of tiny pink flowers that is pretty but has a rather repulsive scent best masked by the peppermint of the leaves.

### Magical Properties

While not all potions with these effects may use Boar-Mint as an ingredient, these are traits commonly ascribed to the herb:

* Insecticide
* Antivenom
* Anti-nausea and calming
* Endurance
* Earth
* Healing
* Alertness
* Memory
* Hospitality
* Hope
* Prosperity
* Wisdom and Insight
* Cooling and Ice

## Habitat

It prefers areas with moist soil, so can be found in meadows, low-lying fields, and temperate forests. It often overtakes the area it is in and grows into enormous bushes, in which truffles are often found.

### How to Collect

Trim the leaves off individually, ideally before the flowers bloom. The blooms drain much of the sweetness and some of the magic from the leaves.

### How to Prepare

It can be used fresh, dried, or even frozen! Dried mint should be kept in an airtight glass container in a cool, dark place. Most sold in apothecaries is dried.

## Gardening

Boar Mint is a fast-growing and stubbornly invasive plant that can spread via runners along the ground, and quickly will form into enormous green bushy plants. It will overtake a garden bed if not trimmed back regularly! Stem cuttings will root easily into soil or hydroponics, making it easy to transplant. It prefers a rich and moist soil. It can be grown in containers. It needs to be trimmed back each year when the stems get longer and the leaves shorter.

Most gardeners will trim off the flower heads before they bloom, as the blooms reduce the potency of the leaves.

It can be grown indoors in pots easily for use in winter.

## Known potions using Boar Mint

* Greater Antidote
* Greater Luck
* Calming Elixir
* Fox's Cunning
* ???
Relay Station

This article contains verbatim copyrighted text, quotes or dialog written by Monolith Productions and featured in *Tron 2.0*. Please note that this text is for citation uses only .

**Relay Stations** are power management systems in *Tron 2.0*.

## Official Description

There are four Relay Stations that divert power to the Processor Core. Two primary Relay Stations are currently active, but the other two Secondary Relay Stations are sitting idle. To overclock the system, the two Secondary Relay Stations must be activated.

## References

1. ↑ *Tron 2.0:* Antiquated: Main Processing Core
MD 8.A.3

Choosing to stay together despite the ominous turn of events, you and your fellow mages press on through the corrupted enchanted realm. The malevolent aura intensifies, casting a pall over the once-majestic landscapes. Your group, now united against the encroaching evil, continues to navigate through the twisted terrain.

As you delve deeper, the challenges become more perilous. Shadows seem to materialize into ominous figures, and the very air vibrates with a discordant energy. The enhanced magic of the amulet, though still potent, struggles to counteract the pervasive corruption that taints the realm.

Your group encounters ancient structures, now distorted by malevolent forces, and spectral echoes of mages who may have succumbed to the evil. The mysterious symbol, once a guide, now flickers with an unsettling glow, leading you deeper into the heart of the corrupted enchanted realm.

**What's your next move?**

9.A.1a.i.a.i.b.i.a) **Confront the source of evil****:** Choose to confront the source of the corruption directly, hoping to dispel the malevolent forces and restore the enchanted realm to its former glory.

9.A.1a.i.a.i.b.i.b) **Seek sanctuary and regroup****:** Opt to find a place of relative safety within the corrupted realm, allowing your group to regroup and strategize before facing the challenges.
Ravenbrook Bloodline

Tier 3 rank 13 of the Rocque board, this small bloodline primarily lives in the area of Ravenbrook Village in northern France.

* **Head:** Lord Pierre Ravenbrook
* **Heiress:** Lady Madeleine Ravenbrook
* **Symbol/Insignia:** raven with gaulish bindrune
* **Bloodline colors:** unknown

## Bloodline History

The Ravenbrook bloodline was created by descendants of the far older Arascain bloodline, which no longer exists. They took their name from their village home, and currently have control over the old iron mines and lumber industry in the area, among other things.
Lunarial

Lunarials are an offshoot of the Solarial species, adapted to Lunar energies rather than Solar. Most do not live in the realm of Muspelheim, and can instead be found in other realms and planes of existence such as Niflheim, Gaia or Earth, and in the Astral plane. While they largely keep to themselves, they are in contact with and on good terms with their Solarial cousins. Despite some philosophical differences, the two recognize each other as kin.

## Lunarials

### Appearance

Lunarials share most physical traits with Solarials, including faintly glowing skin, wide eyes and mouths, pointed ears, and wings made of light. The major differences are that Lunarials tend to have silvery eyes, hair, and nails, while Solarials’ tend to be golden, and that their wings resemble glowing motes of dust and starlight, rather than fire.

### **Food**

Lunarials don’t eat in the traditional sense, instead absorbing the ambient starlight, moonlight, and magical energy. They have difficulty in underground places without a starscape, and often keep coalesced orbs of lunar energy as a portable "meal."

### **Lifestyle**

Lunarials can easily shed their corporeal forms to enter the astral and ethereal planes, where many almost permanently reside. Some have even lost connection to their physical forms and can no longer exist physically in any realm; such Lunarials often live in the astral plane, shaping the illusory non-landscape to their whim. It is unknown what happens if a Lunarial's body is destroyed.

Other Lunarials have created "pockets" of real space like a tiny realm of their own, though it is unclear if they truly created a place, or have a heavily warded pocket of Gaia or another moon-bathed realm. These are often closely interwoven to the Astral and Ethereal planes, and may not be visible to the real world.

### **Abilities**

Lunarials are inherently skilled in Lunar Radiant magics, as well as dream magics, being masters of the subconscious. They are able to communicate through dreams, provided they are not magically blocked from the dreamer's mind; many view it as a personal mission to protect dreamers from night-terrors or unwanted dream invasions.

Their physical forms are often remarkably frail from lack of use.

### **Mindset**

Lunarials ostensibly support the same “great cycle” that the Solarials do, but their interpretation is different in many ways. They are more reclusive and artistic than their cousins. They see dreams and the mutability of the astral plane as the perfect embodiment of the cycle, as new thoughts shape new forms, which exist as long as they’re useful and then fade away. Most see no point in leaving the abstract worlds of dreams or the astral plane, let alone interacting with the material realms.

That said, they enjoy talking with travelers from all manner of realms, and many stories and artworks can be traced back to a dreaming person’s barely-remembered conversation with a Lunarial.
MD 5.A.3

Choosing to organize a group meditation, you gather your fellow mages in a circle within the sanctuary. The enchanted symbols on the walls seem to respond to the unity of your group, their glow becoming a soothing backdrop to the shared magical energies.

As you guide the group into a meditative state, the mystical symbol on the walls begins to radiate with a tranquil light. The collective focus of your group intertwines with the ancient energies within the sanctuary, creating a harmonious resonance. In the depths of the meditation, a shared dream-like vision unfolds.

**What's your next move?**

6.A.1a.i) **Explore the shared vision****:** Choose to explore the shared vision that arises during the group meditation, seeking insights and hidden knowledge that may guide your quest to cleanse the corrupted enchanted realm.

6.A.1a.ii) **Channel the vision into a collaborative spell****:** Opt to channel the elements of the shared vision into a collaborative spell, harnessing the collective energies of your group to create a magical intervention that addresses the corrupted enchantment.
Wands Option 3X

The wraith gives a thin smile. "The bell is to ring for assistance. Now, what may I assist you with, patron?"

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
Huldrefolk

The Huldrefolk are a kind of wood nymph native to the boreal forests of the north; their name comes from a term meaning "secret" or "hidden." They are often protectors of their forests, living wild and free. Their personalities vary just as humans do, with many being playful or mischievous, others being kindly, some being aloof, and some being spiteful or aggressive. The females are sometimes called Huldra, and the males called Hulderkarl, though other names exist from language to language and tale to tale.

They do not necessarily attack people for felling trees or hunting or gathering in their woodland or mountain homes, instead being friendly to those who are not outright rude or destructive of their home. Most simply value politeness.

## Huldrefolk

### **Appearance**

They seem mostly human, except for some notable differences: their backs look like hollowed trees (which is sometimes hidden with illusion magic), and they bear either a cow's or a fox's tail (which they find much harder to magic away!). To pass as humans, they will often hide their tail and back under clothing and long hair. The tail can be removed surgically, of course, but few would choose to do so.

### **Food**

The huldrefolk have the same diet as humans. They will hunt, gather, and sometimes garden, as well as accept trades of supplies with humans or other creatures.

### **Interactions with Magical Society**

As they much prefer living in the wildlands, those that choose to live in human settlements tend to avoid cities or areas far from forests. They are known, however, to sometimes marry and live among humans (either magic or nonmagical), simply hiding their tails and hollowed, bark-skinned backs. It is thought that some magical families gained their magic powers due to a Huldrefolk ancestor.

Wild-living Huldrefolk have had varied interactions with humans and mages, since their individual personalities and experiences are as different as those among humankind: some are aggressive, some are murderous, some are kindly, some are mischievous, and some simply wish to be left alone. They will often make deals with other magical beings who share their land, including mages. Huldrefolk make excellent rangers, hunters, healers, fishers, weavers, merchants, and craftsmen.

### **Abilities**

Huldrefolk magic is primarily that of emotional enchantments (emoturgy), though they also possess immense physical strength and stamina. Many also have some powers of illusion to glamour their own appearance, making them appear more beautiful. They possess many basic magic powers seen in utility spells, including immunity to nonmagical fire through an environmental protection spell.

#### **Suggested Combat Spells**

* Barkskin (level 2 defense)
* Attacks: Boulder Toss (level 1 earth), Huntress' Arrow (level 3 nature)
* Minor Haste (level 2 speed buff), Aura of Freedom (level 2), Tracking Vision (level 5)
* Charms: Inspire (level 1), Distract (1), Confusion (2), Sleep (2), Inspiring Song (level 4)
* Illusions: Foxfire (level 3), Sanctuary (level 4), Mirror Image (level 4)
* Conjure Bindings (level 4)
* Regeneration (level 2)
* Cure Poison (level 3)
Mirror Of Truth

## The Mirror Of Truth

The Mirror of Truth is a remarkable magical artifact renowned for its ability to reflect the viewer's subjective perception of truth rather than an objective reality. Contrary to its misleading name, the mirror does not unveil an absolute truth but rather confirms the biases and preconceived notions of the individual gazing into it.

### Origins and Creator

The origins of the Mirror of Truth is credited to the renowned sorcerer Seraphina, who earned the epithet "the Enchantress" due to her extraordinary mastery of enchantments and illusions. Seraphina, an influential figure of her time, was known to delve into the realms of perception and truth, constantly seeking to challenge conventional notions.

Seraphina allegedly crafted the mirror as a tool to demonstrate the subjectivity of truth and to provoke contemplation about the nature of perception and bias. Though, there are some who argued that she merely created it as a negotiating device to help with merchants on market day.

### Function and Bias Confirmation

The Mirror of Truth operates on a profound principle: it reflects the viewer's subjective understanding of truth, reinforcing their existing biases and expectations. When a person gazes into the mirror and poses a question seeking the truth, the mirror does not provide an objective answer but instead projects images and scenes that align with the individual's preconceived notions.

For instance, if a person believes that magic is inherently evil and asks the mirror, "Is magic evil?" the mirror will respond by displaying images that reinforce the perception of evil mages or illegal magical practices. Similarly, if a person holds a positive bias towards magic, the mirror will reflect images of benevolent and virtuous magical beings. The Mirror of Truth does not challenge or offer an alternative perspective but rather amplifies and solidifies the viewer's own subjective truth.
MD 10.A.3

Engaging in a magical duel, you and your fellow mages confront the malevolent figure in the heart of the corrupted citadel. The air crackles with tension as you channel the enhanced magic from the amulet, preparing to face the embodiment of corruption.

The malevolent figure retaliates with curses and hexes, creating a chaotic dance of magic that tests the limits of your abilities. Spells clash, and the very fabric of the enchanted realm seems to tremble with the intensity of the magical duel.

As the confrontation reaches its climax, a surge of collective magic from your group overwhelms the malevolent figure. The corrupted citadel quakes, and the shadows dissipate, revealing the figure's true form—a trapped entity consumed by ancient grievances.

With a final burst of magic, you and your fellow mages manage to banish the evil and free the entity from its torment. The enchanted realm, though scarred by the encounter, begins to show signs of restoration.

In the aftermath of the magical duel, the enchanted realm transforms before your eyes. Vibrant colors replace the twisted landscapes, and celestial energies weave a tapestry of newfound beauty. The mysterious symbol, once flickering with evil, now radiates with a serene glow, marking the entrance to a realm reborn.

However, as you survey the restored enchantment of the realm, you realize your friend is nowhere to be found. The once-empty bed at Trefoil Academy now feels more haunting, a silent witness to your friend's mysterious disappearance.

Despite the triumph over the evil, a sense of melancholy lingers. Your group, now united against the encroaching evil, decides to explore the cleansed enchanted realm in the hopes of finding any trace of your missing friend. The restored beauty whispers of a realm reborn, but the lingering question of your friend's fate casts a shadow over the celebration of victory.

As you explore, you discover hidden wonders that have emerged in the wake of the magical duel—ancient gardens, ethereal creatures, and magical springs that reflect the cosmic wonders of the realm. The restored beauty is bittersweet, as you continue the quest to unravel the mystery of your friend's disappearance.

With a somber determination, you and your fellow mages decide to return to Trefoil Academy, carrying with you the knowledge of the corrupted realm and the weight of uncertainty about your friend's fate. The enchanted realm, though scarred by its past, now stands as a testament to the resilience of magic, and the unity of mages against the encroaching darkness, even in the face of an unsolved mystery.

Care to adventure again?
Spawn of Nidhoggr

The first encounter with one occurred when one of these dragons--or more appropriately, wyverns--emerged through the open rifts under the grounds of Trefoil Academy (game off: camp 2020). It was found chewing on the shimmering ripples of an open rift, as if it was eating the chaotic energies that students are warned to NEVER touch, as it could tear them apart! This particular dragon seemed immune to such damage.

This particular dragonkin has two legs and a pair of wings, making it a wyvern. The one seen by the students of Trefoil was dark-scaled with patterns of icy blue glowing along its flanks and wings, and patches of ice-white on its underbelly. It is suspected there are other color patterns as well, and that it has heat-tracking vision.

It is native to Niflheim, where it seems to be a perfect emblem of the whole realm's shadow and ice duality, and the raw, feral chaos of the realm.

## Lore

### Locations within Lore

They are said to travel to Helheim regularly, and some can always be found at Nástrandir (the Corpse Shores) where they try to feed on anything and everything.

### Nidhoggr

"Nidhoggr" means Malice Striker in old Norse. It is suggested that Nidhoggr itself is a creature of legend and prophecy, a primal force of raw, cruel chaos and destruction that cannot itself be defeated. As opposed to the legends of the Black Wave, however, it is suggested that Nidhoggr is quite sentient and can be spoken with, but is just as likely to tear a visitor apart and use their bones as toothpicks. It is unknown what would happen if a Black Wave came upon Nidhoggr, as they seem to be much the same element and mindset.

The spawn of Nidhoggr tend to avoid the Black Wave.
MD 9.A.3

Choosing to confront the source of the corruption, your group follows the flickering glow of the mysterious symbol deeper into the heart of the corrupted enchanted realm. The air thickens with malevolent energy as you approach a foreboding structure—a ruined citadel that pulses with unnatural power.

As you enter the citadel, shadows twist and writhe, forming a grotesque tapestry that seems to feed off the collective fear of your group. The enhanced magic from the amulet provides a flicker of resilience, but the evil is relentless.

In the heart of the citadel, you encounter a sinister figure—an embodiment of the corruption that plagues the enchanted realm. The figure, cloaked in purple, emanates an aura of malevolence that chills your very soul. It speaks of ancient grievances, the desire for power, and the intent to consume the realm with its appetite.

**What's your next move?**

10.A.1a.i.a.i.b.i.a.i) **Engage in a magical duel****:** Choose to confront the malevolent figure in a magical duel, hoping to dispel its corrupting influence and free the enchanted realm from its grasp.

10.A.1a.i.a.i.b.i.a.ii) **Invoke a protective spell****:** Opt to cast a protective spell to shield your group from the malevolent figure's influence, buying time to strategize and find a way to banish the evil.
MD 4.A

You focus on a specific memory within the ethereal mist, concentrating on a scene of the castle's past. The mist responds, revealing a moment in time when a group of ancient wizards gathered in the very chamber you're standing in. They discussed the magical properties of the symbol and the hidden treasure it guarded.

In this memory, the mages spoke of an enchanted amulet that could unlock the castle's deepest secrets, including the location of the hidden treasure. As the memory unfolds, you catch a glimpse of the amulet, adorned with the same symbol, resting within a hidden compartment in the chamber.

**What's your next move?**

5.A.1a.i.a) **Search for the hidden compartment****:** Explore the chamber to locate the secret compartment and uncover the enchanted amulet.

5.A.1a.i.b) **Consult the ancient tomes for guidance****:** Check the dusty books for information on the enchanted amulet and its significance.
MD 10.A.2.1

With a resolute nod, you decide to join forces with your friend. As you step forward, the air crackles with a symphony of magic, and the group surrounds your friend, forming a circle of unwavering unity.

The enchanted amulet resonates with newfound power as you channel your magical abilities into the ritual. The very fabric of the enchanted realm seems to respond, weaving together the energies of each wizard present. The ancient trees sway in rhythmic harmony, and the celestial stars above align in a cosmic dance.

The hidden treasure, now revealed to be the culmination of your friend's quest, bursts forth in a dazzling display of colors and ethereal lights. The mystical realm transforms into a canvas of magic, where reality bends to the collective will of the wizards.

As the ritual reaches its apex, a portal to the heart of the enchanted realm opens—a place where the castle's magic is pure and untethered. Your friend, surrounded by the brilliance of their achievement, steps into the portal, transcending the boundaries of ordinary magic.

**What's your next move?**

11.A.1a.i.a.i.b.i.i.i.i.i) **Follow your friend****:** Step into the portal and embark on a cosmic journey, exploring the depths of the enchanted realm alongside your friend.

11.A.1a.i.a.i.b.i.i.i.i.ii) **Stand as a guardian****:** Choose to remain outside the portal, standing guard over it until your friend returns.
Rublest

Rublest were very odd-looking creatures. They had radially asymmetrical bodies and are surrounded by six long arms interspersed with their eight eyes. Their wide, pebbly, and rocky bodies rested upon five stumpy legs. They had talons at the end of their arms.

Minor rublest are about 3 feet tall and wide and weigh about 200 pounds. Average rublest are about 10 feet tall and wide, weighing about 1,000 pounds. Elder rublest are about 14 feet tall and wide and weigh about 5,000 pounds. Rublest do not eat meat and are only interested if one is near a significant amount of precious metals or minerals, which they do eat. They can smell food up to 20 feet away. A rublest can be quite aggressive when seeking food

Like many creatures from the Terris, rublest could travel through ground and stone as if it were water, leaving behind no tunnel at all. They always passed through the ground with whatever is closest. A rublest favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly within the middle of the group. They will also seek to distract and ambush. Watch out for that!

If they did resort to fighting, they often hide below the surface and erupted on their enemies, preferably within the middle. On the surface, they could swing their limbs at all enemies around them. If they were focused on a single foe, they would rear up on two of their three feet so that they could attack with their bite in addition to their limbs. If injured, a rublest would usually resort to guerrilla tactics, constantly merging into the ground for safety and then erupting again to resume attack.
Your Grades

This article contains verbatim copyrighted text, quotes or dialog written by Monolith Productions and featured in *Tron 2.0*. Please note that this text is for citation uses only .

**Your Grades** is the fourth of eight E-Mails in Legacy Code.

## Description

**Subject:** Your Grades
**To:** JetBradley@university.edu
**From:** AlanBradley@en.com
**Date:** Feb-99
## Transcript

Jet

I was disappointed when I saw your report card – A’s in your comp sci classes don’t make up for three incompletes.

I wanted to talk to you about this in person but you never seem to be home.

Call me at work.

Dad

## Locations

After retrieving the first Tron Legacy Code E-mail fragment, continue down the Energy bridge toward the two-way Data stream to Archive stack #2. On the other side, there is a series of empty Archive bins, with only two containing pertinent information. The Archive just below the platform contains the fourth E-Mail, "Your Grades", and Permission 5.
Wands Option 5M

This subtle island is difficult to spot against the starfield, and is shrouded in pale, color-tinted mists. Upon reaching it, you find it is elegantly designed, its flat surface covered in marble tile and exquisite mosaics, and sculpted columns interspersed around its perimeter to host up a pergola filled with sweet-scented, flowering vines full of pale moonflowers. Silken curtains hang between some of the columns, hiding some of the island from your view.

At first, it is unclear if anything else is on this island, but as you search, you begin to notice discreet patterns in the tile and mosaics which lead through the mists and shadows to a few different spots.

Option 6C: Joy: a pool with wisps of light dancing above it

Option 6D: Serenity: a set of progressively taller pillars leading along a narrow precipice, past a line of gently flowing silks

Option 6E: Knowledge: a balcony with screened shelving full of scrolls

Option 4A: Consider another island in the Aether room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to graffiti the marble floor

Option 1N: Leave, attempting to steal the card and/or wand to take with you
Faun's Bell

This poisonous variety of bluebell is clearly magical in nature, as most plants do not make music as the wind rustles through them.

## Description

Faun's Bell grows roughly 1-2' in height, taller than most bluebells, but certainly has the characteristic drooping trumpet flowers when it blooms. The stems sway in the breeze as though dancing, and the flowers range from indigo to powder-blue to teal.

The entire plant is **poisonous to consume.**

### Magical Properties

Faun's Bell is naturally poisonous, but is prized as an ornamental for its beauty and the gentle music its flowers magically make: when the wind blows through them, there is a gentle murmur of pan-flute tunes.

While not all potions with these effects may use Faun's Bell as an ingredient particularly given its toxic nature, these are traits commonly ascribed to the plant:

* Truth
* Dreams and dream protection
* Poisonous/highly toxic!
* Glue/sticking
* Peace
* Nature element
* Music
* Spring

## Habitat

Faun's Bell is naturally founded in shady, secluded forests and coastal meadows. It prefers temperate forests.

### How to Collect

Trim flowering stems off with gloves and shears to limit crushing out any of the oils. It is best to harvest in the late spring or summer, on a breezy day while the flowers are singing. Beware that pixies may attempt to defend the plant, but can be placated with a toy or treat.

### How to Prepare

Usually, it is gathered in bundles and hung to dry in a dark, cool, well-ventilated place. Sometimes it is soaked to make a tincture.

## Gardening

Faun's Bell does well around trees and under shrubs, and can easily be planted as a bulb in autumn. It prefers **shade** and moisture in the air with rich, neutral-pH soils. They can also be grown from the seed. **As long as the soil stays moist**, it does not need watering.

They do not need pruning unless you wish to harvest or prevent the seeds from spreading.

## Known Uses of Faun's Bell

* Ink for magic scrolls
* Elemental Oil vials
* Amulets
* Wards
* Sticking Traps
* ...?
Wands Option 1C

As you wait, you can faintly hear the murmur of Ravenbrook's street noises from outside: the rattle of wheels on cobblestone, the chatter of pedestrians, the distant taps of a mason's hammer.

Within the shop, nothing seems to happen.

Option 2P: Wait longer

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

Option 1A: Ring the bell

Option 1Z: Sit in one of the chairs

Option 1Q: Shuffle the cards

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

Option 1S: Draw a card

Option 1U: Scan the room for traps

Option 1F: Flip the table over

Option E: Leave
Wands Option 3N

As you continue screaming, the wraith says blandly, "That is not a language I am familiar with, patron. If you require emergency services, please go to the Ravenbrook hospital."

Option E: Flee from the shop

Option 3E: Attack the wraith

Option 3J: Ask what this place is

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 E: Warily excuse yourself and leave
MD 6.A

You decide to activate the amulet, channeling your magical abilities to unlock its secrets. As your energy merges with the amulet, the glow intensifies, casting a radiant light that fills the chamber. A magical gateway shimmers into existence, revealing a hidden passage beyond.

With a sense of both excitement and trepidation, the group steps through the portal. The passage leads to a vast underground chamber adorned with glittering crystals. At the center, a pedestal cradles an ancient tome—the Book of Lost Secrets.

**What's your next move?**

7.A.1a.i.a.i.a) **Examine the Book of Lost Secrets****:** Investigate the ancient tome for information on the hidden treasure and your friend's disappearance.

7.A.1a.i.a.i.b) **Conduct a magical ritual****:** Use your magical abilities to perform a ritual that may unveil further insights within the chamber.
Send me your resume

This article contains verbatim copyrighted text, quotes or dialog written by Monolith Productions and featured in *Tron 2.0*. Please note that this text is for citation uses only .

**Send me your resume** is the sixth of nine E-mails in Unauthorized User level of *Tron 2.0*.

## Description

**Subject:** Send me your resume
**To:** Jet@house.res
**From:** AlanBradley@en.com
**Date:** Jun-02
## Transcript

Look, son, I know you have a problem with working at the same company as your old man, but I've heard that the Games division is looking for an entry-level programmer. It doesn't pay very well, but it's a foot in the door. Perhaps after a few months you could switch over to R&D.

Anyway, I won't co-sign for the lease on your new apartment unless you have a job, so I suggest you send in your resume immediately. Don't let pride get in the way of your better judgment.

Dad

## Locations

After using the Code Optimization Ware to upgrade your chosen subroutine, head for the Archive bin closest to the Sec Rezzer. Inside the bin is the sixth E-Mail, "Send me your resume".