recursal/Fanatic-Fandom huggingface dataset:
Wands Option 5J

This island of dark, polished stone is floating above you, away from the others. Each quadrant of the platform shows a glowing sigil of each of the four primary elements: fire, earth, air, and water. In the center, a pedestal flows up out of the dark stone, combining all four elements in its design. Atop it sits a silvery, mirrored orb.

Touching it, a wand of Ebony manifests in the air above the orb.

***Ebony**: a wand for those who strive to be themselves, the non-conformists. It is a wood of power, purity, focus, wisdom, and clarity, and is evenly balanced across the four elements. Ebony is a strong wood dense enough to sink. Its bearers tend to focus on the present but plan for the long term, and are often strong in abjuration and defense. Ebon itself means "stone."*

Do you wish to accept this wand?

Option 6Z: Yes! I select this wand

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 island

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

A mage hunter is an individual who seeks to hunt down mages for the purpose of eliminating them. They view magic as a threat to non-magic users aka mundanes.

##### Historic Mage Hunters

As long as magic has been around, there have been those who fear the power that magic has. It is sadly an aspect of human nature to seek the destruction of what one does not understand and cannot control.

Persecution of malevolent magic users dates back to many ancient civilizations, including but not limited to Ancient Egypt, Ancient Babylonia, and Ancient Greece.

The frequency of mage trials came and ebbed in waves throughout history. These waves were often preceded by events that cause mass panic, mass hysteria, and personal ambition. These trials claimed victims, mage and non-mage alike.

Mage Hunters largely operated alone or in small groups. Those who became more renowned became known as Mage Hunter Generals. To employ their services often carried a fee that was worth a king's ransom.

##### Modern Mage Hunters

Historically, due to the secrecy laws enacted by the various ministries, the non-magic world has largely remained ignorant of the existence of magic. However, this has done little to dissuade modern Mage Hunters. Of late, Mage Hunters have been able to provide mundane governments proof of magic's existence.

According to multiple sources, Mage Hunters have become more formally organized than they have been in the past. In the age of global communication, they have been able to find others who believe the same as they do more readily.

Well aware that the general public does not believe their claim, Mage Hunters have created legitimate businesses in order to:

* obtain more funding
* increase their social capital
* increase their political capital
* serve as a front for their mage hunting activities

One business that is suspected to be run by mage hunters is the Vizier Aura Corporation.
Wands Option 3R

When you go to poke the bubble looking out into the deep sea, you find your hand touches smooth stone, instead. It is probably an illusion, but a very pretty one!

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
Hayles Bloodline

The Hayles Bloodline is a Tier 1 Rank 3 bloodline located on the Engout Board. (Player society calls territories different names than mainstream society. This is the player name for a territory that covers the British Isles.)

## About the Hayles Bloodline

The Hayles Bloodline is the third largest and most powerful bloodline on the Engout board, and has had a long standing formal alliance with the Vek Bloodline. The Hayles ruling family and Vek ruling family are very close.

The Head of the Bloodline is Lady Hayles. She has one daughter, Anna-Marie, who has not yet turned 11. Given the only child of the ruling family is not old enough to bond with an heirloom, the bloodline has appointed an heir presumptive in the event that something happens to Lady Hayles. This is to ensure a smooth transition of leadership in case of trouble.

## Hayles Bloodline Members

### Galen Hayles

The heir presumptive is a player known as Mr. Galen Hayles. While Galen is a skilled player, his playing style is quite unconventional. The pranks that he pulled at Terroville Institute as a student are now legendary.

The academy has interacted with Galen for many years although they have never known his name until Summer Session 2018. On the forum boards, he is known as the Ministry of Magic Employee. When he first emerged on the forum boards, the students had thought him a lackey until they discovered that he would cover for them to keep them hidden and sought to deliberately draw out information where they could overhear it. Because of this, they nicknamed him “Mr. Sneak-Sneak.” For over four years, Mr. Sneak-Sneak has come to the rescue of the students particularly when they get into the trouble with the Ministry. In Summer Session 2018, Galen was instrumental in helping a student, Curse, in recovering the “Whispers of the Void” and protecting it from the Westgaards. When Curse presented the remains of the book to Lord Vek, Lord Vek had inquired who had helped. After indicating, “We know him as Mr. Sneak Sneak,” Lord Vek identified Galen by name.
Wands Option 4R

"The following list of gemstones are in our current inventory. The prices vary on rarity, though a voucher may be used for any stone."

(table: coming soon!)

Option 4K: Say you wish to begin

Option 3M: Ask about wands

Option 3W: Ask about magical spellbooks

Option 3B: Ask about the cards

Option E: Excuse yourself and Leave
House Gem

The House Gem is a highly controversial and powerful magical artifact known for its unique ability to absorb and contain negative chaotic energy associated with a house at a magical school. It plays a crucial role in maintaining the ethical alignment of the house. The House Gem has been a subject of much debate among magic users and scholars due to its profound implications and potential misuse.

### Origins and Functionality

It is believed that the House Gem was crafted by an ancient order of skilled artificers who sought to create a mechanism to prevent houses at magical schools from succumbing to negative influences. By utilizing advanced magical techniques, the artificers devised a means to bind and contain the negative chaotic energy associated with a house mascot within the House Gem.

The House Gem acts as a repository for the negative energy, effectively neutralizing and subduing its malevolent attributes. It serves as a safeguard against the house embracing evil tendencies, thereby ensuring that the members of the house remain aligned with the principles and values set forth by their mascot. The House Gem operates as a conduit, absorbing the negative chaotic energy and harmonizing it within its crystalline structure.

### Significance and Controversy

While some magical institutions do not use a house gem, others do. For those who do, the house gem holds immense significance within magical schools, as it forms the foundation for ethical alignment and serves as a guardian against evil influences. Its presence is essential in maintaining a balanced and nurturing environment for students and faculty alike. The House Gem's ability to neutralize negative energy contributes to the creation of a cohesive and harmonious community within the house, fostering unity and cooperation among its members.

However, the use of the House Gem has been a subject of ongoing controversy and debate. Critics argue that the artifact restricts personal freedom. They contend that by forcibly suppressing negative energy of a mascot, the house gem inherently impacts personal choice of the group. Those in favor, on the other hand, emphasize the necessity of the house gem in preventing the house from descending into malice, ensuring a safe and conducive environment for magical education.

### Illegal Trade and Misuse

Due to its immense power and controversial nature, the house gem has become a sought-after item on the illegal magical artifact market. Unscrupulous individuals and organizations engage in secretive activities to acquire house gems for their own nefarious purposes. Such misuse of the artifact can lead to catastrophic consequences, as the uncontrolled release of negative chaotic energy could result in the corruption of individuals, houses, or even entire magical schools.

Magic enforcement agencies and regulatory bodies have been established to combat the illegal trade and misuse of House Gems. These organizations work tirelessly to track down and confiscate illicit house gems, ensuring their safe containment and preventing their detrimental effects on magical communities.
Salt Mephit

This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile. They tend to be extremely sarcastic and despise anything with moisture. They are also cruel and aloof. One of their favorite area attacks is to draw moisture from around them.

Salt mephits are a solitary and secretive people, rarely meeting with their own kind and holding an almost paternalistic separation above the other native peoples of Salt. Each salt mephit claims a region of Salt for their own, a miniature kingdom within which they claim total dominion and seek to ensure the well-being of all other natives within, watching outsiders and local dangers alike cautiously and furtively, quick to strike out at any that would threaten them or their domain.

They bear a natural suspicion for the "waterlogged" — their term for any being requiring fluids to survive — and watch for any signs of a danger to their kingdom. The local undead are looked ill upon, coming from waterlogged mortals as they do and so still believed to hold a sort of taint as a result.
Wands Option 5A

One of the first bridges through the gently breezy sky of the Air room leads to a large, gently burbling fountain with crystal clear waters. Soft sand cushions this platform, and you hear a faint rustle upon the wind: cheering? Or perhaps it is just a rustle of leaves? To either side of the fountain are a set of statues: one group is holding a torch aloft in victory, and the other stands alone within a circle, shield raised and seemingly speaking out over the room.

Option 6O: Victory: Inspect the Torch-bearers

Option 6K: Eloquence: Inspect the shield-bearer

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 graffiti the statue

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

##### Personality

Isidor is extremely whimsical to the point of being deliberately chaotic in her behavior. Her actions are often opportunistic and are consistently malevolent. She enjoys causing pain simply for the sake of seeing others in pain.

##### History

Growing up, Isidor had not even considered getting involved in the politics surrounding the succession of the Westgaard throne. However, with the power vacuum that was left with the death of her eldest brother, that changed.

Prior to her disappearance, she was largely thought to be front runner to become bloodline's newest heiress when her father, Lord Perttu Westgaard had her older brother, Lord Styriak Westgaard, killed.

At her father's urging, she began competing against her two cousins, Mikko and Aidan. When her father had the opportunity to oust a headmaster from a certain magical Scottish boarding school, Isidor found herself appointed at the new headmistress. This place her in prime position to look for any hidden Doomsday map pieces that were being stored at the castle.

During that winter, Miss Isidor Westgaard was outside of castle when she got into a duel with several Trefoil Academy students. The students managed to take her prisoner with the aid of the present Blood Heralds. The academy students elected to turn Isidor Westgaard over to 293164, the leader of the Blood Heralds.

Isidor was held captive for a month before being released without any warning by the Vek Bloodline. However, no formal or known negotiations had occurred between the two arch-rival bloodlines. When Isidor returned, she openly claimed that she had been learning the best teaching methods and curriculum in her absence.

Tensions at the certain Scottish magical boarding school reach an all time high. A group of Trefoil Academy of Magery and Sorcery students opted to infiltrate the castle, help their embattled peers, and eventually pushed the Westgaards out with the help of the academy's allies: the Blood Heralds, the Sentinels, and the Veks to arrive.

Isidor managed to escape past the armies without being captured along with 12 map pieces that she had recovered from the students.

In the years that followed, there were several abnormal behavioral traits that the students observed. In player society, Tenet 4: Loyalty to Thy Blood Before All else is a very big deal. However, there was more than one observed instance that Isodor casted a spell that injured a fellow Westgaard or would benefit the attacking students.

In one of the very last encounters that Isidor was present, Isidor was responsible for knocking Mikko out. However, an amulet on his person resulted in him being automatically teleported before the students could captured him. Furthermore, in that very same encounter, when Galen Hayles (aka Mr. Sneak Sneak) went to subdue Isidor, 293164/Lord Vek actually blocked his spell. Isidor shortly vanished after that.

She has not been seen since then.

Affiliation: Westgaard Bloodline
Modulator Socket

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 .

**Modulator Socket** is a security system in *Tron 2.0*.

## Official Description

A Modulator Socket is a self-contained hub with four Power Tabs controlling its operation. Power Tabs can be easily destroyed by a weapon, and can be identified by their yellow color.

## References

1. ↑ *Tron 2.0:* Data Base: Security Socket
MD 10.A.2.2

Choosing to stand guard and witness the unfolding events, you opt not to actively participate in the magical ritual. The air crackles with a symphony of magic as your friend channels their abilities into the enchanted amulet. The ancient trees sway, and the celestial stars above align in a cosmic dance.

As the ritual reaches its apex, a vortex of purple energy emerges, swallowing the once-brilliant enchantment. In a harrowing twist of fate, your friend, surrounded by the chaos, is drawn into the vortex, disappearing without a trace.

The portal closes behind them, leaving you and the remaining mages in stunned silence. The once-vibrant energy now feels tainted, and the mysterious symbol, though dimmed, marks the entrance to the tragic aftermath of the failed ritual.

In the wake of this tragedy, you are left with a choice but to return home and report what you saw.

Care to adventure again?
Wands Option 1Sc

This card shows an undersea tropical reef, full of vibrant corals and fish. A turtle swims through, grazing on seagrasses.

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
Generator Room (Help File)

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 .

**Generator Rooms** are power bases in *Tron 2.0*.

## Official Description

Located inside the Generator Room, are various systems controlling the security functions of the Mobile Server. Taking individual systems offline will ultimate grant access to even the most secure areas of the craft, namely the Digitizing Core.

## References

1. ↑ *Tron 2.0:* The Root of the Problem: Assembly Level
Ankou

This is a less explored faction for Trefoil Academy of Magery and Sorcery and therefore, not much information has been collected on yet it. What is known is that this group is against both the Seelie and Unseelie Courts, and seeks to see them abolished.

## Rumors and Questions

* The two courts are also called the Summer Court and the Winter Court, and their powers wax and wane with the seasons. Is it the magic of the realm that is forcing the Seelie and Unseelie to fight their eternal war, just as the turn of the seasons continues in a continual tide back and forth from summer and winter?
	+ Is that eternal war what the Ankou might really be trying to fight? What would happen if it ended? Would seasons cease to exist? Would time itself come to an end?
	+ Would the Ankou ultimately be happy to just be left in peace, and is tired of being hunted or forced to choose sides? Or are they actively trying to undo the Seelie and Unseelie courts?
* The magic of the realm itself (Alfheim) is powering the Fae Courts, which are Summer and Winter. Those who leave the courts lose that magic boost. Will the Ankou be able to gain powers of a new Spring or Autumn from their realm, in order to make their own niche?
Wands Option 1U2

You look around the room for any signs of traps. Nothing seems to catch your notice as a potential trap, however: there are no latches, hatches, trip wires, magic sigils or apparent pressure panels that may trigger a trap.

Option 1A: Ring the bell

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

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 1C: Wait

Option 1F: Flip the table over

Option E: Leave
Doomsday Device

## Doomsday Devices

There are two Doomsday Devices in existence: 1) the Assembled Doomsday Device, 2) the Unassembled Doomsday Device.

### How is a Doomsday Device Made?

Heru Vek was seeking to develop a way of scanning and analyzing the World Tree with the purpose of replicating it.

What Happened When It Activated
The Assembled Doomsday Device unleashed the Wave and nearly destroyed the World Tree. Since then, the World Tree has been dying.
Related to:
* Component: Fragment
* Component: Frame
 The Aftermath
Upon realizing the sheer amount of destruction that she had caused, Heru Vek immediately went catatonic in horror. When she finally managed to come to terms with what happened, she recorded her thoughts and realizations. This became the Heru Cipher.
It was Heru’s successors who took up their teacher’s unfinished burden and took the responsibility for protecting the assembled device.
For generations, each of Heru’s successors took their life-long task with due seriousness. Until one day, one mentee noticed her mentor was developing an increasingly unhealthy obsession with the Assembled Doomsday Device . The mentee grew fearful that her mentor would attempt to repeat Heru’s folly. She stole the assembled artifact from its vault before fleeing into the night.
While on the run, the mentee had begun to hear tales of four renowned and talented mages. These mages were Wilona, Henri, Luana, and Orthia. In addition to forming Trefoil Academy of Magery and Sorcery, the four mages were dedicated to the task of safeguarding dangerous magical artifacts. When the four academy founders attempted to dismantle the Assembled Doomsday Device, they found they could not. It kept releasing increasingly dangerous flares of energy.
Left with no other option, they opted to try to hide it. While none of the founders were Blood Heralds, one of the founders had close ties with the leader of the Blood Heralds. Enlisting their help, the Assembled Doomsday Device was hidden.
Unbeknownst to the academy founders, their Blood Herald ally made a map to the location. As an additional security measure, the map was then destroyed and its pieces scattered. A tracer was placed on the map pieces so that a compass could be used to pinpoint the location of the pieces if the map ever needed to be reassembled.
This compass is contained in a book known as “Whispers of the Void”.
 Related To:
* Whispers of the Void
Cinavetti Bloodline

This is the largest and most powerful bloodline located on the Cinavetti Board, which mainstream society refers to as Norway and the surrounding lands.

The Kneppt bloodline was, in far ancient times, a close ally of the Vek Bloodline until their ambitions lead them to betray their former shieldmates. They teamed up with the Westgaards and the Kneppts to overthrow the Veks, and since that time, have been primarily stationed in what is modernly known as Sweden but have estates across all of Scandinavia.

* Head: Lady Karolina Cinavetti
* Heiress: Lady Elin Cinavetti (teen)
* Insignia: an eagle holding a star, with bindrune
* Colors: purple and silver

## Culture

As ruling bloodline of their board for thousands of years, they have a haughty attitude of royalty, convinced of their superiority. They have a reverence for the cycles of light and darkness, celebrating the solstices and even the cycle of day to night.

## Main Estate

A castle overseeing a coastal city along the Baltic Sea. It is an opulent castle full of magic, where enchantments hold staircases and some balconies aloft, and even serve as elevator pads.
Mikko Westgaard

##### Personality

Mikko is known to be condescending and quite arrogant as well as a coward. Furthermore, whenever he does not get his way, he prone to overly dramatic fits of anger.

##### History

Growing up, Mikko had initially competed with his cousin Styriak for the throne and lost. It is unclear what exactly Styriak managed to do to gain such leverage over Mikko but whatever it was, it was more than effective. Once Lord Styriak had been killed by his father, Mikko was not the least bit surprised that his uncle encouraged him to make another bid to claim the Westgaard throne. He viewed the inclusion of Isidor as merely a lark to sharpen his own proverbial claws and that there was no way she could truly launch any successful type of bid for power. Mikko was more concerned about his youngest brother, Aidan despite Aidan's outward lack of interest.

Mikko was appointed as headmaster over a certain Scottish boarding school; until the Blood Heralds managed to obtain leverage that forced Mikko to resign.

The academy has encountered Mikko on more than one occasion from there. However, they have never successfully been able to capture him. He keeps an amulet on his person that results in him being automatically teleported to safety if he loses consciousness.

Affiliation: Westgaard Bloodline
Wands Option 3Ld

With card in hand, you go down the spiral staircase's metalwork steps, descending through the bubble deeper into the apparent sea around you. Lanterns floating along the stairwell are each different colors and styles, some with stained glass scenes and others delicate metalwork over a clear pane. When you reach the bottom landing, you are in the center of a circular room. The room is bathed in a watery light from the sea above, with wispy mist creeping along the flagstone floor. It feels peaceful and deep.

Five very different doors are set at even intervals in each direction, each with an element symbol over its doorway and one-word label in Latin.

Option 4E: Water, "Aqua": this door is the most prominent before you, glowing in welcome. It somehow feels deep and cool, and is exuding mist. Its surface ripples like a pond as you approach. Its border is worked in interesting styles: flowing water shapes, patterned knotwork, and vines with little animals interspersed.

Option 4A: Aether: this door has the sun and moon are sculpted into the wood, while little stars and swirls of magic seem to ripple across the door's surface, glowing brighter as you near.

Option 4B: Air, "Aura": this door shows a book and quill resting with a steaming mug on a desk before a gorgeous, cloudy sky with a letter-carrying pigeon coming in to land. A breeze whispers around this door.

Option 4C: Earth, "Terra": this door shows a majestic mountain with forest, farm, and a sturdy town at its feet. Tools and books are etched into the corners of the door. Something smells good, like a kitchen preparing your favorite meal.

Option 4D: Fire, "Ignis": this door has a small fireplace built straight into the wood, which kindles to life at your approach. A pair of crossed swords is engraved above it, and there are figures carved throughout the wood that are dancing, cheering, and singing.

Option 2A: Go back to the landing upstairs

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
Wands Option 3Lc

With card in hand, you go down the spiral staircase's plush, carpeted steps. Lanterns set into the stone walls of the stairwell are each different colors and styles, some with stained glass scenes and others delicate metalwork over a clear pane. When you reach the bottom landing, you are in the center of a circular room. It feels a bit like a museum.

Five very different doors are set at even intervals in each direction, each with an element symbol over its doorway and one-word label in Latin.

Option 4B: Air, "Aura": the largest door stands before you and shows a book and quill resting with a steaming mug on a desk before a gorgeous, cloudy sky with a letter-carrying pigeon coming in to land. A breeze whispers around this door, and your card is glowing as you draw near it.

Option 4A: Aether: this door is glowing when your card nears. The sun and moon are sculpted into the wood, while little stars and swirls of magic seem to ripple across the door's surface, glowing brighter as you near.

Option 4C: Earth, "Terra": this door shows a majestic mountain with forest, farm, and a sturdy town at its feet. Tools and books are etched into the corners of the door. Something smells good, like a kitchen preparing your favorite meal.

Option 4D: Fire, "Ignis": this door has a small fireplace built straight into the wood, which kindles to life at your approach. A pair of crossed swords is engraved above it, and there are figures carved throughout the wood that are dancing, cheering, and singing.

Option 4E: Water, "Aqua": this door somehow feels deep and cool, and is exuding mist. Its surface ripples like a pond as you approach. Its border is worked in interesting styles: flowing water shapes, patterned knotwork, and vines with little animals interspersed.

Option 2A: Go back to the landing upstairs

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
Wands Option 2F

Turning it into something of a one-note song, you ring the bell again, giving it a pattern. It is a very nice bell.

After a few moments, you hear a voice clear their throat behind you, with a faint sound like grating glass.

There is a small wraith staring at you dryly from the center of the room, in a convenient patch of shadow. It asks in French, "Puis-je vous offrir mon aide? Une alarme, il n'y a pas d'équipement de broyeur à déchets humaines dans ce magasin."

Option 3P: Shriek in terror

Option 3E: Attack the wraith

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

Option 3J: Ask what this place is

Option 3D: Ask what a biological waste disposal facility 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 3B: Ask about the cards

Option E: Warily excuse yourself and leave
Wands Option 5O

You float off through the star scape under your own willpower, something having caught your eye. While the room is full of odd and interesting things, motes of light and clouds of all colors, a certain glimmer was different from all of the others.

Floating out past all of the islands, you spot a beautifully-designed coin spinning slowly in the air, giving off a faint, warm glow. As you draw nearer, the coin morphs itself into a wand.

***Almond:** a wand for those lucky seekers of lost things. It is a wood of wisdom, love, beauty and elegance, prosperity, age, honor, family, good omens, light, and happiness. Almond is sweet and natural, though some wild varieties are poisonous. Its bearers are usually joyful and prosperous, with good self control and a strong affinity for divination magic and clairvoyance: whether business, travel, relationships, or other goals, Almond's bearers have a knack for sensing the luckiest route.*

Do you accept this wand?

Option 6Z: Yes! I select this wand

Option 4A: Consider one of the islands in this Aether room, instead

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to blow up one of the islands

Option 1N: Leave, attempting to steal the card and/or wand to take with you
Wands Option 5D

Following a narrow spiral stairwell upwards through the sky, you reach the top of the tower, where a secure door leads into a quiet antechamber. Three options await.

Option 6L: Knowledge: a door leading into a crafting/tinkering workshop

Option 6M: Clarity: a secure doorway leading up to the watch-tower

Option 6N: Multifaceted: an open archway into a small feast hall with bookcases

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 1N: Leave, attempting to steal the card to take with you
The Crimson Knights

The Order of The Crimson Knights are a faction that Trefoil does not have the option of allying with. They are the bitter foes of the Sentinels, and are allied with the Westgaards. The Crimson Knights believe that humanity is not capable of functioning independently on their own, and wants to enslave all humans for their oppressive “New World Order”. They want to utilise the fragments to accomplish their mission. The Crimson Knights and the Sentinels have been fighting for centuries. The Crimson Knights wish to strip everyone of their free will, they believe this is for the better. The Sentinels disagree. They have been fighting since the Crusades, possibly sooner. The Knights have rapidly learned that certain truly enchanted artifacts (artifacts of magical origin, rather than technological) are just as powerful as the Fragments, if not even more so, and have begun looking for these as well.

Recently, the Crimson Knights have struck up an alliance with the Westgaards. The alliance is not entirely supported by all Crimson Knights. Together, they hope to eliminate the Veks as well as the Sentinels. A man named Nycolus Destrian was captured by Danger and a few trefoil students and interrogated. Nycolus said that not all Crimson Knights are in support of this alliance. The specific mission was to find and recover a fragment that was lost. A Sentinel agent was transporting a fragment between locations when the Crimson Knights attacked them and stole it. In the act of trying to recover it, Nycolus Destrian was captured.

During the 2002 Summer Session when there were Westgaard moles, Verity was made a mole for the Crimson Knights. Verity was assigned to steal Wren’s necklace for the Crimson Knights, which is where the theory that the necklace is a fragment came from. Nova, Felf, Liam, Cero and possibly Pixel were raiding a Crimson Knight facility and recovered the Canopic Jar before it was lost from them.
Wands Option 2A

After you study the card, the figure smiles and gestures towards the wall, where an archway has appeared. 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
Wands Option 3Lb

With card in hand, you go down the spiral staircase's living wooden steps. Lanterns hung by leafy vines along walls of the stairwell are each different colors and styles, some with stained glass scenes and others delicate metalwork over a clear pane. When you reach the bottom landing, you are in the center of a circular room whose root system seems to spread out to five different doors. The room is bathed in a gentle sunlight from above, which is dappled across the carved wood of the floor. It feels comfortable and stable.

Five very different doors are set at even intervals in each direction, each with an element symbol over its doorway and one-word label in Latin.

Option 4C: Earth, "Terra": this door stands right before you and shows a majestic mountain with forest, farm, and a sturdy town at its feet. Tools and books are etched into the corners of the door. Something smells good, like a kitchen preparing your favorite meal.

Option 4A: Aether: this door bears the sun and moon sculpted into its wood, while little stars and swirls of magic seem to ripple across the door's surface, glowing brighter as you near.

Option 4B: Air, "Aura": this door shows a book and quill resting with a steaming mug on a desk before a gorgeous, cloudy sky with a letter-carrying pigeon coming in to land. A breeze whispers around this door.

Option 4D: Fire, "Ignis": this door has a small fireplace built straight into the wood, which kindles to life at your approach. A pair of crossed swords is engraved above it, and there are figures carved throughout the wood that are dancing, cheering, and singing.

Option 4E: Water, "Aqua": this door somehow feels deep and cool, and is exuding mist. Its surface ripples like a pond as you approach. Its border is worked in interesting styles: flowing water shapes, patterned knotwork, and vines with little animals interspersed.

Option 2A: Go back to the landing upstairs

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
Wands Option 2Ac

After you study the card, the figure smiles and gestures towards the wall, where an ornately carved archway has appeared in the white wall. Within, a breezy 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.

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
Trefoil Academy Wiki

The purpose of this page is to help orient you to the amazing universe of Trefoil Academy of Magery and Sorcery.

### What is Trefoil Academy?

Trefoil Academy is a group of dedicated unpaid volunteers.

Our mission is to provide a space place where individuals may discover and explore their passions without fear of negativity.

Our events/camps/programs are immersive live-action role-playing (LARP) experiences. With LARPing, participants physically act and pretend to be their characters as they seek to achieve a series of goals within a fictional setting represented by the real world while make-believing with each other. Their decisions and actions directly influence their journey as well as have a lasting impact on the on-going story. Think of it as the ultimate choose-your-own-adventure. Previous attendees have likened these experiences to feeling like they have stepped in a real-life video game and/or immersive movie. (If you would like to experience a text base choose-your-own-adventure, please visit: Quest: Mysterious Dreams or even our Wand Shop.)

Due to the degree of the immersive experience, it is strongly recommended that attendees enjoy fantasy, solving mysteries, using your imagination to make-believe, and going on dungeon crawls. If you are new to dungeon crawling, don't worry. We teach and just ask that you have an open mind.

To learn more, please visit our website: http://www.trefoilacademy.com/

### Orienting Yourself

#### New?

Welcome and well met! You are about to take your first steps on an exciting journey. Now, we understand that the universe is heavily detailed and there is always more to discover. Therefore, we have put together some resources to help you begin preparing for your upcoming adventure.

* 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. Each camp, like a book in a series, contributes to an overall story.
* Please visit Designing Your Character to get started in developing the character that you want to play.

#### Returning?

Welcome home! We are so excited that you will be joining us for another wild adventure.

We recommend that you familiarize yourself with the lore in preparation:

* Please visit This Year to learn more about the mischief and mayhem that is awaiting you.
* Please revisit Prior Years. As new lore is uncovered by all attendees, this Wikipedia is updated to reflect that collected information. Happy sleuthing!
MD 2.A.2

Deciding to seek guidance from the enchanted portraits, you navigate the castle's corridors until you reach the portrait gallery. The air is thick with the wisdom of long-gone wizards, and the eyes of the painted figures follow your every move.

Approaching an ancient-looking portrait, the wizard depicted within stirs. The figure's eyes, though painted, sparkle with a deep intelligence. The enchanted symbols on the walls seem to shimmer with recognition as the wizard in the portrait acknowledges your presence.

**What's your next move?**

3.A) **Ask about the mystical symbol****:** Inquire about its significance and any knowledge that could aid your quest**.**

3.B) **Ask what books might be of use****:** The library is quite vast and the portraits tend to know the best.
Wands Option 5H

This beautiful reef is suspended like a hanging globe within the water chamber, with ocean all around. Fish, turtles, jellies, and rays are swimming about, and an octopus scuttles off into the rocks among the vibrant corals. To either side of the reef are two structures.

Option 8C: Wisdom: an undersea library set in ancient ruins

Option 8D: Courage: a warrior statue in a colorful reef plaza

Option 4E: Consider another area in the Water room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to break off some of the coral as a souvenir

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

You decide to wake up the other dormitory members, forming a group to collectively explore the mystery of your friend's disappearance. The castle's halls, dimly lit by enchanted torches, echo with the soft whispers of magic. The group, a mix of curious first-year students, follows you to the common area, where a large fireplace crackles with magical flames.

Amidst hushed discussions, you share the mysterious symbol and the contents of the note. The group exchanges concerned glances, and together you decide to investigate the disappearance. As you delve into the castle's corridors, a subtle breeze carries the faint scent of ancient parchment.

**What's your next move?**

2.A.1) **Explore the abandoned wing****:** Rumors speak of an abandoned wing where mystical occurrences are said to take place. Could it hold clues to your friend's whereabouts?

2.A.2) **Seek guidance from the portrait gallery****:** The enchanted paintings in the gallery are known to offer cryptic advice. Perhaps they hold insights into the hidden treasure and the symbol's significance.
Wands Option 3D

The wraith blinks slowly before explaining, "A biological waste disposal facility is a water closet, or sometimes called a bathroom."

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 3B: Ask about the cards

Option 3T: Warily excuse yourself and leave
MD 8.A.2.3

Choosing to embrace the collective experience, you decide to actively participate in the magical ritual, channeling your magical abilities to contribute to the enchantment. The air crackles with a symphony of combined energies as you and the group pour your abilities into the enchanted amulet. The ancient trees sway in rhythm, and the cosmic energies dance in response to your collective will.

As the ritual reaches its climax, a burst of radiant magic envelops the mystical realm. The hidden treasure, now revealed to be the culmination of your friend's quest, emerges in a dazzling display of colors and ethereal lights. The entire enchanted forest seems to come alive with the vibrant energies of the different types of of magic.

The portal to the heart of the enchanted realm opens, inviting you and the group to step through. The once-hidden cosmic gateway beckons, and your friend, surrounded by the brilliance of the collective achievement, leads the way.

Without hesitation, you step into the portal, feeling a surge of excitement as you traverse the threshold between worlds. The enchanted realm unfolds before you, a kaleidoscope of magical landscapes and cosmic wonders. The air is filled with the hum of ancient spells, and the mysteries of the realm beckon, waiting to be discovered.

As you and the group embark on this thrilling journey, the enchanted forest and the magic-infused castle fade from view. The portal carries you deeper into the heart of different magical realms, where untold adventures and unimaginable wonders await.

The tale of your journey becomes a legend whispered through the ancient trees, a saga preserved in the radiant glow of the now-vibrant symbol—an entrance to a land where cosmic magic once reigned, and where you, alongside your fellow mages, have become explorers of the extraordinary.

Care to adventure again?
MD 6.A.1

Choosing to gather fellow mages, you decide to share your newfound knowledge with your peers. The ancient tomes have unveiled a quest to find the cosmic amulet hidden within the castle, a key to unlocking the portal to the enchanted realm. Excitement buzzes in the air as you gather a group of fellow wizards, each eager to embark on this magical journey.

As the group assembles, you explain the significance of the mysterious symbol, the cosmic amulet, and the enchanted realm that awaits discovery. The wizards, fueled by curiosity and a thirst for adventure, join you in this quest to unravel the secrets hidden within the castle walls.

Together, you navigate the winding corridors and hidden chambers of Trefoil Academy of Magery and Sorcery, guided by the ancient tomes and the faint glow of the symbol in your dreams. As the group delves deeper into the castle's mysteries, you come across a chamber that resonates with cosmic energy—a place where the cosmic amulet is said to rest.

The amulet, adorned with the same symbols from your dreams, awaits discovery. With a collective effort, the group channels their magical abilities into the amulet, activating its dormant power. The air hums with anticipation as the amulet resonates with energy, and a portal to the heart of the enchanted realm opens before you.

**What's your next move?**

7.A.1a.i.a.ii.a) **Step into the portal****:** Lead the way as you and your fellow mages step into the portal, eager to explore the depths of the enchanted realm and uncover the secrets it holds.

7.A.1a.i.a.ii.b) **Activate the amulet further****:** Channel more magical energy into the amulet, intending to enhance its power and ensure a stable connection to the enchanted realm before venturing through the portal.
Wands Option 3Lf

With card in hand, you go down the spiral staircase's polished wooden steps. Lanterns set into the stone walls of the stairwell are each different colors and styles, some with stained glass scenes and others delicate metalwork over a clear pane. When you reach the bottom landing, you are in the center of a circular room. The room is bathed in a gentle moonlight glow, with wispy mist creeping along the floor. It feels peaceful and mystical.

Five very different doors are set at even intervals in each direction, each with an element symbol over its doorway and one-word label in Latin.

Option 4A: Aether: this door is glowing brightly before you. The sun and moon are sculpted into the wood, while little stars and swirls of magic seem to ripple across the door's surface, glowing ever brighter as you near.

Option 4B: Air, "Aura": this door shows a book and quill resting with a steaming mug on a desk before a gorgeous, cloudy sky with a letter-carrying pigeon coming in to land. A breeze whispers around this door.

Option 4C: Earth, "Terra": this door shows a majestic mountain with forest, farm, and a sturdy town at its feet. Tools and books are etched into the corners of the door. Something smells good, like a kitchen preparing your favorite meal.

Option 4D: Fire, "Ignis": this door has a small fireplace built straight into the wood, which kindles to life at your approach. A pair of crossed swords is engraved above it, and there are figures carved throughout the wood that are dancing, cheering, and singing.

Option 4E: Water, "Aqua": this door somehow feels deep and cool, and is exuding mist. Its surface ripples like a pond as you approach. Its border is worked in interesting styles: flowing water shapes, patterned knotwork, and vines with little animals interspersed.

Option 2A: Go back to the landing upstairs

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
Wands Option 5G

This massive sea turtle is drifting contentedly around the chamber with slow, graceful waves of its flippers. Upon its shell is what looks like a landscape diorama of the whole world, engraved out of stone and living algae upon a stone platform growing out of the turtle's back. Blue seas and lakes seem to flow off the sides of its shell, swirling into the "water" you are swimming through.

Option 7Y: Pioneer: inspect the saddle near the turtle's head

Option 7Z: Subtlety: inspect the shell "world" more closely

Option 4E: Consider another area in the Water room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attack the turtle

Option 1N: Leave, attempting to steal the card to take with you
Wands Option 3Vu

The wraith swirls and switches to your language as it asks, "Very well. How may I assist you, patron? As an advanced alert, there are no facilities for you to dispose of biological waste in this shop."

Option 3J: Ask what this place is

Option 3D: Ask what a biological waste disposal facility 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 3B: Ask about the cards

Option 3T: Excuse yourself and leave