recursal/Fanatic-Fandom huggingface dataset:
MD 12.A.2.2

In embracing the role of guardians of the enchanted realm, you and your friend find yourselves intertwined with the cosmic magic that weaves through the heart of the magical realm. The closing portal marks the beginning of a timeless commitment.

In the enchanted realm, you both uncover hidden mysteries and master ancient spells, bringing a vibrant era to the cosmic landscape. The trees whisper tales, and the air hums with harmonious energies—a testament to the stewardship you provide. Your memory of the outside world and your former life begins to fade away, mostly.

Occasionally, you are visited by brilliant young mages whose presence tugs at your memory. Guiding them becomes a cherished duty. Your teachings become a bridge between the once-bright magic and the mage seeking to understand its essence. The mysterious symbol, though maintaining its radiant glow, bears witness to the inexorable passage of time.

As the eons unfold, a sense of bittersweet reality settles in. The cosmic magic begins to wane as the realm retracts, and the enchanted realm dims. The once-vibrant landscape succumbs to a gentle fade, and the ancient trees carry a wistful undertone in their whispers. The legacy of the enchanted realm lives on in the hearts of those who experienced its magic.

Whether passing on the remaining cosmic knowledge to future generations or embracing the bittersweet realm as eternal guardians, your journey stands as a testament to the transient yet profound nature of magic—a legacy that will be remembered in the echoes of enchanted whispers and the fading glow of a once-majestic symbol.

Care to adventure again?
Wands Option 4S

"The following list of wands is currently in our inventory. The prices vary on rarity, though a voucher may be used for any wand."

Option 9A: Say that you want a specific one of the available wands

Option 4K: Say you wish to begin the hunt

Option 3K: Ask about magic gemstones

Option 3W: Ask about magical spellbooks

Option 3B: Ask about the cards

Option E: Excuse yourself and Leave
Still Cursed

#### **About The Curse**

In 1989, the academy was targeted by a powerful curse. The curse tore apart the academy's greatest strength, its familial bonds, and caused half the academy to forget the existence of the three houses. Records and artifacts that were present at the time of the cursing were automatically modified to wipe out the existence of those houses.

The houses impacted by the curse are:

* Monoceri House
* Ravenoth House
* Vyxenan House

#### How Was the Curse Discovered:

A small group of students have taken on an internship as junior detective with the Magical Eye Detective Agency. The unit that they have been assigned is the Chronos Lab. The Chronos Lab specializes in using time travel technology to solve crimes throughout history.

During one of the assignments, the interns were working on a historic unsolved murder involving Trefoil Academy staff member who had originally been presumed missing. When going through recently transported artifacts from 1987, the students discovered that the official academy documents from back then contained seven house symbols (e.g. dragon, fox, hippocampus, phoenix, raven, unicorn, wolf) rather than the four that they were used to seeing. In there, there was a letter from the future discussing the curse and providing instructions on how to obtain an item from a well-hidden vault. The letter was from 392643 to Ash, the present day head of the academy.
MD 5.A.2

Choosing to consult the ancient tomes for guidance, you decide to delve into the mystical knowledge preserved within the library of Trefoil Academy of Magery and Sorcery. The ancient tomes, weathered by time and filled with the wisdom of wizards from generations past, await your inquisitive mind.

As you carefully navigate the dusty shelves, your fingers brush against the spines of ancient books that seem to hum with arcane energy. You select a tome that speaks of cosmic magic, enchanted realms, and the very symbols that have haunted your dreams.

The pages unfold a tapestry of knowledge, revealing insights into the mysterious symbol and its connection to the enchanted forest. According to the ancient texts, the symbol is a key to a cosmic gateway—an entrance to a realm where magic is pure and untethered.

Guided by the wisdom within the tomes, you uncover a ritual that involves channeling magical energy into a cosmic amulet, a relic said to be hidden within the castle walls. Activating the amulet with the right sequence of symbols would open a portal to the heart of the enchanted realm.

**What's your next move?**

6.A.1a.i.a.ii) **Search for the cosmic amulet****:** Embark on a quest to find the hidden cosmic amulet within the castle, aiming to unlock the portal and reveal the mysteries of the enchanted realm.

6.A.1a.i.a.i) **Gather fellow mages****:** Share your newfound knowledge with your fellow mages, forming a group to collectively embark on the quest to find the cosmic amulet and unlock the portal.
Utility spells

These kinds of spells have utility uses, as opposed to combat spells. Common utility spells include:

* *Lumino*, the mage-light spell
* *Averte Lumina*, to extinguish lights both conjured and mundane
* *Signum Lux*, a signal flare or simple firework
* *Reficio*, to mend nonmagical items
* *Creo [item]*, to conjure items of a known shape

(**Game off:** utility spells cannot be cast directly against an opponent, but they can be used on your environment. To use them, you only need to know an appropriate casting word/phrase and then successfully roll to cast it. Attempting to use them directly upon an opponent causes a -10 casting penalty, and even a "natural 20" is not a guaranteed success, however.)

Learning utility spells comes with magical training, and their effects are impacted by how long you have been learning magic. For example, a mage-light spell cast by a first year may be enough to provide candlelight, while one cast by a professor may be akin to a spotlight or illuminate an entire room.
Wands Option 1P

The reflective card lands face up, but nothing further happens.

Option E: Flee from the shop

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 different random card

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: Warily excuse yourself and leave
Wands Option 1Se

This card shows a kitchen with herbs hanging to dry, and animated cutlery preparing a fruit pie. A cat is lounging on the windowsill.

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
Gargoyles

Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain. Standard gargoyles possess wings which give them flight capability, and some few can even use water magic

A gargoyle is usually chaotic evil. Gargoyles are sentient, cunning, and malevolent to the extreme. Their favorite sport is to capture intelligent beings and slowly torture them to death. They are often employed by other races as guards, perching among similar statuary.
Wands Option 1Si

This card shows a rural road with a horse pulling a classic carriage. There are sunny meadows filled with butterflies, and a bubbling stream running under a stone bridge.

Option 1A: Ring the bell

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

Option 1Y: Sit in one of the chairs

Option 1Q: Shuffle the cards

Option 1S: Draw a random card

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

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

Option 1C: Set the cards down and wait

Option 1U: Scan the room for traps

Option 1F: Flip the table over

Option E: Leave
MD 8.A

You decide to share the discovery with the group, gathering your friends to discuss the newfound knowledge from the Book of Lost Secrets. The chamber's crystals shimmer with a renewed energy as the group surrounds the ancient tome.

Together, you debate the best course of action. After much discussion, the consensus is to embark on a united journey into the enchanted forest and activate the portal with the enchanted amulet.

As you make your way to the forest, the air becomes thick with magic. The trees whisper ancient secrets, and the path ahead is illuminated by the glow of the enchanted amulet. Deep within the forest, you find the portal described in the Book of Lost Secrets.

**What's your final decision?**

9.A.1a.i.a.i.a.i.i) **Activate the portal together:** Channel your collective magical abilities to activate the portal and unveil the secrets of the hidden treasure as a united group.

9.A.1a.i.a.i.a.i.ii) **Activate the portal solo****:** Decide to activate the portal alone, embracing the unknown and the potential risks it may hold.
Wands Option 3G

The wraith gives a small bow. "This shop carries several options to suit each mage's preference. There are wands, gemstones, and magical spellbooks. Which are you most interested in?"

Option 3M: Ask about wands

Option 3K: Ask about gemstones

Option 3W: Ask about magical spellbooks

Option 3B: Ask about the cards

Option E: Excuse yourself and leave
Wands Option 3W French

The wraith explains, "Ce magasin porte des livres de sorts magies, relié exquisément, avec tous les enchantements nécessaires qui permit un mage sensibiliser à eux et exercer le livre pour jeter leur sorts des pages directement. Ils sont tenir juste comme une baguette magique ou une pierre précieuse, et un mage écrit typiquement leur sorts sur les pages avec l'encre fourni gris argenté. Vous pouvez spécifiquement demander un livre de sorts magies de notre selection, mais c'est conseillé de trouver le livre de sorts magies qui résonne avec votre propre énergie signature magique. Au faire, vous allez entrer une porte et explorer une série de choix en ordre à sensibiliser et localiser le livre qui parle le plus avec votre aura. Vous pouvez partir n'importe quand."

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

Option 4I: Say you wish to begin

Option 3M: Ask about wands

Option 3K: Ask about gemstones

Option 3B: Ask about the cards

Option 3T: Excuse yourself and Leave
Wands Option 3B

The wraith explains, "The cards serve as the first step in attuning oneself to be able to find a magical focus item that fits their personal energy signature. If you would like to begin, you may take a seat. If you have any further relevant questions, then you may ask them now."

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
Academy of Madmoor

The Academy Of Madmoor of New York City is a large public wizarding school primarily composed of students from the east of the state. There are 5 houses to match the number of boroughs of the city, as the majority of the student body comes from that area.

Colors: unknown

Mascot: unknown

## School Details

### Age and History

Madmoor was founded by a wizard from Greece named Rastus Remes.

## Student Life

The school has an emphasis on astronomy, arithmancy, and healing. While many schools have multiple levels of required classes before students can branch off into other more advanced subjects, Madmoor encourages students to begin studies of complex magic such as telepology and wandless telekinesis after their second year.

The students are split into one of five housing groups, each named for one of the five original muses: Melete, Mneme, Aoide, Thelxinoe, and Arche.
MD 7.A.2

You decide to conduct the magical ritual, channeling your collective magical abilities to unveil the deepest secrets of the castle. The group, now bound by a sense of anticipation and curiosity, gathers around the arranged artifacts in the forgotten chamber.

As you begin the ritual, a hushed energy envelops the chamber, and the artifacts respond to the magic coursing through them. A soft hum fills the air, and the enchanted glow of the mysterious symbol intensifies. The very stones of the chamber seem to vibrate with ancient power.

In the midst of the ritual, visions start to materialize—whispers of forgotten tales, images of wizards from centuries past, and glimpses of the castle's hidden chambers. The air itself becomes a tapestry of magical echoes, revealing secrets long confined to the shadows.

**What's your next move?**

8.A.1a.i.a.i.b.i.i) **Focus on a specific vision****:** Concentrate on a particular aspect of the visions to gain insights into the hidden treasure and your friend's disappearance.

8.A.1a.i.a.i.b.i.ii) **Embrace the collective experience****:** Share the visions with the group, hoping that together, you can piece together the fragments of knowledge revealed by the ritual.
Valtoria

Flag of Valtoria, originating during the Shattered War

Valtoria was a kingdom in Northwestern Noxerra and one of the provinces of the Sol Empire. Before joining the Empire, Valtoria enjoyed a rich history - beginning as one of the "Shattered Kingdoms" born out of the Shattered War. It was ruled for most of its history by the royal House of Seward.

In the aftermath of the War of the Nine Knights, the nation has fallen into ruin and become known as the Hellmouth. Before the Collapse however, Valtoria was a highly sophisticated nation with rich cultural exports and one of the finest standing armies. At the time of the Sol Rebellion and War of the Nine Knights, Valtoria was ruled by King Sefton II. Mostly populated by humans, Valtoria was a very traditional feudal nation - with a society focused on the upper classes and built upon the backs of farmers, smiths, and other peasant workers. Due to it's northern location, it was also known for it's difficult climate. Despite these harsh conditions of life, Valtoria was renowned for it's organized army and refined culture - with Valtorian's gothic architecture and artistry being respected across Solerra.

When the kingdom joined the Empire, it experienced a shift in power, with the royals becoming mere figureheads for Imperial governors from Sol. This aggravated the ruling classes, and was one of only several catalysts for the War later on. During the War proper, Valtoria itself experienced a series of rebellions from within led by the Knight of Shadows - who had become a vampire. The Knight and hid loyalists summoned numerous demons and devils to besiege the kingdom and usurp the King and take full control of the nation. These bloody battles left a permanent scar on the country, transforming it into the formidable Hellmouth it is today. Little now remains of the nation Valtoria once was, save only the ruins of it's once-beautiful gothic structures and the smoldering remains of it's farms and cities. Both from forces within and without the country, Valtoria was easily the most permanently damaged of the Empire's provinces during the war, save perhaps the now-missing capital Sol itself.
Doomsday Device: Frame

The frame by itself harmless. It serves to provide both the structure and the casing.

The frame was last reported in deep under water caves on Aquis.

**Doomsday Device Frame**

The Doomsday Device Frame refers to a remarkable and enigmatic artifact that serves as the structural foundation for a powerful Doomsday Device. It possesses unique capabilities, allowing it to shift and morph its form to accommodate the fragments inserted into it, ultimately acting as a conduit for channeling their immense energy. The Frame is currently located within a concealed and remote underwater cave in the realm of Aquis.

**Creation and Origins**

The Doomsday Device Frame was crafted by the renowned master artisan and inventor, Heru Vek. Drawing upon her unparalleled expertise in mystical craftsmanship and ancient arcane arts, Heru Vek utilized a combination of rare ingredients and metals, including the elusive Celestrian Crystal, infused with the essence of celestial energies, and the Arcanite Alloy, forged through a delicate blend of enchanted daemonsor scales and moonstone dust. These extraordinary materials were meticulously chosen for their inherent properties and ability to harmonize with the fragments of the Doomsday Device.

**Morphing and Adaptability**

One of the most awe-inspiring features of the Doomsday Device Frame lies in its innate capacity to adapt and transform its structure. This remarkable characteristic allows the Frame to conform precisely to the unique shapes and configurations of the fragments it houses, ensuring best alignment and synergy. The Frame's ability to adjust its form creates a seamless connection between the inserted shards, enabling the efficient flow and amplification of their potent energies.

**Aquis: The Hidden Abode**

Presently, the Doomsday Device Frame rests within a hidden deep-sea cave in the water realm of Aquis. This subaqueous sanctuary, concealed from prying eyes and shielded by ancient enchantments, provides a protective haven for the Frame. The treacherous underwater currents and intricate network of submerged caverns further deter any unwelcome intruders from reaching this coveted artifact.

### Related to:

* Doomsday Device
* Component: Fragments
* Component: Shards
Wands Option 4I

"To begin, take a seat in one of the provided chairs," the wraith explains. "Have a pleasant attuning."

The wraith bows, then vanishes back into the floor.

Option 1Z: Sit in a chair

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

Option 1F: Flip the table over

Option E: Excuse yourself and leave

Option 1N: Attempt to steal a card/the deck of cards and flee
Seran Vek

The younger, teenaged sister of Lord Vek, Seran seems to have a close relationship with Ash. As a noble of the Vek bloodline, she seems darkly playful, eager to spar with students, and is extremely protective of her brother, but can be standoffish and aloof at times. She is a Plumbum Stipatores Candidate (a Plumbum Stipatores is a bodyguard for a member of a bloodline, usually for the ruling family).

The students of the Academy have determined that she is a Blood Herald most currently operating under the number 423634.

* 4: Bodyguard
* 2: Field Agent Rank
* 3: Ruling Family of the Vek Bloodline
* 6: Combat skill
* 3: Criminal-related skill (i.e. Espionage, Thievery, Assassination)
* 4: Magic skill
Wands Option 1Sj

This card shows a pair of figures playing music in a nighttime garden under a tree. The music notes waft around the card from the instruments they are playing.

Option 1A: Ring the bell

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

Option 1Y: Sit in one of the chairs

Option 1Q: Shuffle the cards

Option 1S: Draw a random card

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

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

Option 1C: Set the cards down and wait

Option 1U: Scan the room for traps

Option 1F: Flip the table over

Option E: Leave
Wands Option 2Ae

After you study the card, the figure smiles and gestures towards the wall, where a richly engraved archway has appeared in the white wall. Within is a spiral stairwell filled with warm, dancing light that leads up or down; torches flicker in sconces on the walls. 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
Houses

#### What are the Houses?

There are seven ancient and noble houses that make up Trefoil Academy of Magery and Sorcery for Gifted Young Mages.

The houses are:

* **Dragonor House**
* **Phoenixter House**
* **Waverider House**
* **Wolfin House**
* Missing due to a curse - Monoceri House
* Missing due to a curse - Ravenoth House
* Missing due to a curse - Vyxenan House

#### House Points - Earning & Losing For Your House

While at the academy, a house becomes the student's family. Your successes earn your house points and any rule-breaking will lose your house points.

Point awards/deductions are radioed to the Gatehouse. Faculty will only say what house, how many points, and why points were awarded/deducted. The name of the student involved is not said.

* volunteering to help out without being asked
* picking up after oneself without being asked
* picking up after others without being asked
* thinking of others
* placing others before themselves without being asked
* honesty
* thinking ahead
* being enthusiastic
* being a good sport
* winning graciously
* ingenuity
* catching difficult plot twists
* showing tenacity aka not giving up
* showing vast improvement in an activity
* not listening or following faculty's instructions
* sassing or back talking a faculty member
* lying to a faculty member
* bullying, teasing, relational aggression towards others
* deliberately damaging property and decorations
* reckless behavior that endangers self or others
* wandering away from the group without alerting a faculty member
* being late for an activity (outside of an excused absence)
* forgetting/losing one of the following required items (i.e. house bandanna, day bag, water bottle, name badge, wand, battle kit.)

The hourglass is located in the Great Hall and is updated at each meal.

At the end of the term, the house with the most points wins the coveted house cup for that year.
MD 9.A.2.1

As you share the vision with the group, a resolute fire ignites in each mage's eyes. The enchanted forest calls, and together, you embark on an epic journey to unveil the mysteries shrouded within its ancient heart.

As the enchanted amulet is raised, the portal opens to a realm bathed in the glow of a thousand stars. This is no ordinary place—it's a convergence of magical energies, a nexus where the fabric of reality and the essence of the castle's magic intertwine.

Yet, in the midst of this epic revelation, your friend stands frozen, caught in the final throes of a quest of their own. Their eyes blaze with determination as they channel magic into an ancient artifact, the culmination of their personal journey.

The vision unfolds—the enchanted realm is a culmination of your friend's quest, a manifestation of their deepest desires and the magic they've harnessed throughout their time in Trefoil Academy. The hidden treasure is not a physical trove but a culmination of their mastery over magic.

The mysterious symbol, now ablaze with power, marks the entrance to a cosmic gateway. Your friend, on the brink of completing their magical undertaking, beckons the group forward. It's a moment where destiny converges with the extraordinary.

**What's your next move?**

10.A.1a.i.a.i.b.i.i.i.i) **Join forces with your friend****:** Unite your magical abilities with your friend's, completing the ritual and unlocking the full potential of the enchanted realm.

10.A.1a.i.a.i.b.i.i.i.ii) **Stand guard and witness****:** Allow your friend to complete their quest while you and the group watch in awe, ready to embrace the unforeseen wonders that may unfold.
Garnet Itzel

##### Personality

Garnet Itzel was a highly ambitious individual who was not afraid to step on others to get her way. Hot tempered, she was very prone to be driven by her emotions even if it was not the wisest course of action at the moment. Capable of being cruel to those who were under her, Garnet often showed a different side to those who she felt had power and could potentially help her get what she want.

##### History

Not much is not known about young Garnet before she turned 12. On her twelve birthday, she had a serious falling out with her brother, Eyes, and ran away from him. Soon afterwards, she was recruited by Blood Heralds. What had attracted Garnet to the Blood Heralds was their ability to infiltrate an organized and their puppet-master approach.

As a Blood Herald, Garnet was known to be very hot-tempered and prone to going off-mission even at the risk of the other Heralds present. Garnet increasingly became disenchanted with the Blood Heralds because of their willingness to serve Veks. She was firmly of the opinion if that she earned the power, then it was hers to do with as she willed.

After her parents disappeared, Garnet was recruited by the Westgaard Bloodline to be a double agent on their behalf. The Westgaards knew that the Blood Heralds were staunch supporters of their arch-nemesis, the Vek Bloodline. Where the Veks were politically constrained, the Blood Heralds were able to operate more freely and vice versa.

Garnet had two missions given to her by her Westgaard controllers. The first was to try to seed a rebellion within the ranks of the Blood Heralds in order to destroy the organization from within. The second was to investigate whether there were Vek Bloodline members within an international boarding school called Trefoil Academy of Magery and Sorcery.

The last time that Garnet was captured, she was turned over to her brother and has subsequently been made to disappear. She has not been seen since then.

##### Affiliations

Affiliation: Westgaard Bloodline

Affiliation: Blood Heralds
Wands Option 5F

A beautiful sailing vessel is pushed by unseen winds, waves appearing to part at its bow as it sails around the Water chamber. Its three masts are fit with gleaming white sails, and its hull and deck are polished and clean.

Option 7R: Sincerity: follow your heart into the masts and ropes among the sails

Option 7W: Independence: go to the helm on the quarterdeck

Option 7U: Empathy: through the open doors into the forecastle, where scents of a warm meal and music are flowing

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 etch your name onto the ship's hull

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

While holding the card, you take a seat in one of the chairs.

A misty figure coalesces in the chair opposite you. Saying nothing, the figure picks up the deck and re-shuffles it, and then deals out several cards face up. Each is a work of art which animates when your eyes fall upon it, but stops the moment your attention moves to a different card. Silently, the figure gestures in question to the cards on the table, and then the one in your hand, and raises one wispy finger: you may pick only one.

Which one do you pick?

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

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

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

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

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

Option: I keep the card I drew earlier

Option 1F: Flip the table over

Option E: Return the card and leave

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

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

Option 1A: Ring the bell

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

Option 1Y: Sit in one of the chairs

Option 1Q: Shuffle the cards

Option 1S: Draw a random card

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

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

Option 1C: Set the cards down and wait

Option 1U: Scan the room for traps

Option 1F: Flip the table over

Option E: Leave
Wands Option 3W

The wraith explains, "This shop carries exquisitely bound spellbooks with all of the necessary enchantments to allow a mage to attune to them and wield the book to cast your spells directly from its pages. They are held just like a wand or a gem, and a mage will typically scribe their spells onto the pages with the provided silver-infused inks. While you may specifically request a custom spellbook from our selection, it is advisable to instead find the spellbook that resonates with your own magical energy signature. To do so, you will enter through a door and explore through a series of choices to attune to and locate the book that speaks most to your energy aura. You may also leave at any time."

Option 4I: Say you wish to begin

Option 3M: Ask about wands

Option 3K: Ask about gemstones

Option 3B: Ask about the cards

Option 3T: Excuse yourself and Leave
Wands Option 5Cg

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

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

Option 6J: a garden maze with trees, and a delicious scent wafting from its direction

Option 5Ch: start picking a lot of the fruit/vegetables

Option 4B: Inspect another area of the Air room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to set the garden on fire

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

As you wait, a passing cloud outside shadows the sun, dimming the room a bit. Some enchantment spots upon the ceiling begin to glow and provide a comfortable light, until the sun shines again.

Otherwise, nothing seems to happen.

Option 1C: 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 3D French

The wraith blinks slowly before explaining, "Un broyeur à déchets humaines est un W.C., ou ce qui s'appelle quelquefois une toilette."

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

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
Artifice

Artifice is the study of **magical crafting and item enchantment**. It involves studying the magical properties of many kinds of materials, and learning or experimenting in ways they can be put together to create an item through which magic flows. It is a very similar branch of study as Alchemy, but where Alchemy is primarily magical chemistry, Artifice is primarily magical construction, engineering, and art.

While artificers often study or dabble in all of these, many artificers specialize in certain styles or materials, such as:

* woodcraft
* glasswork
* magical architecture (often involves kinetics, earth evocation, and abjuration for wards)
* engineering/mechanical tinkering (often involves kinetics)
* crafting magical constructs (magical robots of all sorts of materials)
* armor and/or weaponsmithing
* general metalcraft
* stonecraft
* art (enchanted paintings, etc)
* tailoring/fashion and cloth (including cloaks)
* leathercraft (including boots and gloves)
* scrolls and papercraft

*(game off note: campers are **not required** to limit themselves to one type. These are only for flavor purposes)*

Ultimately, an artificer cannot by themselves craft an item with magic types that they do not know how to cast. In those cases, however, a crafter may **enlist a willing helper to cast the spells** and magic types the item may need, such as a lightning bolt to imbue a sword with storm magic.

Artificers also study symbols such as runes, and some even develop their own personal symbols, alphabet, or even an entire language to use to imbue magic in their crafted items.
Raven's Nest Inn & Café

A large inn has its doors open to the street, surrounded by the various fine shops and market stalls of Ravenbrook. An artistic sign names it as The Raven's Nest: Fine Inn and Café. It is clearly a magical building as its upper stories bend and twist at strange angles with a mismatched patchwork of shingles and roofing tiles, but it looks cozy and welcoming, with outdoor patio seating and an upper level balcony with more tables that overlook the beautiful town and surrounding landscape.

Once you step inside, you enter a large, comfortable seating area with plenty of tables, none of which matches the next! A large hearth blazes with a warm fire, while across the room, a partitioning wall between two of the dining areas is filled with a slowly-shifting illusion of various landscapes from around the world: a sunset over a desert, a waterfall in a jungle, and a brilliant beach with turquoise waters fade from one to the next as you watch. The chairs vary from couch arrangements to stools to egg-shaped pods. The walls are hung with replicas and trinkets and art, and a map of the village is framed on the wall nearest the door. A little stand filled with pamphlets gives advertisements of various shops and attractions, while a bulletin board is filled with even more flyers.

It is a large café, but the space lets patrons spread out and not feel crowded. There is a peaceful comfort to the café that lets one stretch back and relax to read a book in a hammock chair or cozy armchair, or browse a newspaper over a stained-glass sidetable, or knit in a rocking chair in a patch of sunlight. There is even a large, fluffy Birman cat dozing in one of the plusher chairs by a window.

"Welcome! Have a seat anywhere," a friendly server greets. "If you need a room for an extended stay or would like to order from the menu, go to the counter or call for me! Rooms with muffling wards for private parties are available on request."

## Atmosphere

Eclectic, quiet, and cozy. Even when it gets a little busy, the tables have enough space to not feel crowded, with plenty of nooks for privacy.

## History

Rumors suggest that the Raven's Nest was the home base of pirates, smugglers, or perhaps both. It is easily the oldest surviving inn and restaurant in the village, and is older than the Ravenbrook Bloodline itself. Its inn rooms are all as different as the decor, but each one is very secure and private, with built-in wards.

Currently, most of its inn guests are refugees escaping from Mage Hunters. The patrons in the cafe itself are a mix of locals and travelers.

## Known Staff

Servers:

* Cerise, age 20, friendly and polite

Chef:

* A talented cook who wields skillets with expertise

Other:

* The Innkeeper is an enigmatic figure who has not yet been seen?
* The inn has a resident cat named Ghislain, a fluffy old Birman who spends much of his time napping in the sun despite being, supposedly, a ratter. He enjoys petting and treats, and is very friendly, though has a long-standing grudge against a specific town guard who is a dog shapeshifter.
Wands Option 2V

You call out again for assistance. After another few seconds, a shadowy wraith appears out of the floor into the center of the room, its ghostly form swirling a bit. With a faint sigh, it asks, "How may I assist you, patron?"

Option 3P: Shriek in terror

Option 3E: Attack the wraith

Option 3J: Ask what this place is

Option 3X: Ask about the bell

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 3T: Excuse yourself and leave
International Confederacy of Magery

Each country has its on regulatory requirements and laws that govern their specific magical communities.

The International Confederacy of Magery (ICM) is an assembly made up of representatives from each country. Normally viewed as a neutral body by most participants, the ICM is a stickler regarding rules.

They serve three essential functions:

1. They oversee all international laws that each participating country agrees to abide.
2. They serve as a judge for any disputes that span multiple countries.
3. They provide direct oversight to any international institution. International institutions are given diplomatic immunity though are instructed to respect the laws of that country while inside it.
Wands Option 3P

At your terrified shriek, the wraith gives you a dry look and waits for you to finish.

Option 3N: Continue screaming

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
Wands Option 3La

With card in hand, you go down the spiral staircase. Lanterns 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.

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 shows 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 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 3Le

With card in hand, you go down the spiral staircase's polished stone 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 upon a plush, carpeted floor. The room is bathed in the light of candelabras. It feels warm and welcoming.

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 4D: Fire, "Ignis": this door is the largest before you, and has a fireplace built straight into the wood, which is flaming brightly. A pair of crossed swords is engraved above it, and there are figures carved throughout the wood that are dancing, cheering, and singing. Your card is glowing a fiery red as you draw near it.

Option 4A: Aether: this door shows the sun and moon 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 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
Aeaea School of Sorcery

Founded by the powerful enchantresses of the ancient past, this historically all-girls magical school in the Mediterranean is steeped in Greek mythos.

**Mascot:** A roaring Lioness twined with wildflowers

## School Details

### Location

An island in the Mediterranean that to the outside observer, appears desolate with but an empty forest. The school itself, hidden from view, is composed of ancient Greek architecture, and has underwater tunnels to the ocean through which aquatic students and staff travel to take part in classes.

### Size

Large, inclusive and accepting of any magical student of adolescence. Merfolk, oceanids, undines, and sirens join humans, wood nymphs, and many other species.

### Age and History

This ancient school was originally founded to provide safe haven and magical training to female students of all species. It is the island where Circe turned Odysseus' crew into pigs. Magic of all kinds is taught here, with many classes on transmutation, shapeshifting, water magic, illusion, potions, enchantments, binds, and even necromancy. Since then, the school has become open to students regardless of gender, and a safe haven for all.

### Notable Features

* Underwater facilities for aquatic species
* Beautiful beaches
* An ancient Greek temple in pristine condition
* Bathing and swimming pools with underwater tunnels
* Lush forest over much of the island, with herbs throughout that are used for all manner of potioncraft
* A secluded harbor from which enchanted ships can safely sail, and sailing vessels students are taught to use
* Numerous animals that are tame and friendly to the students, including wolves and lions

## Student Life

Fresh air, sea breeze, athletics, nature, and magic: these are the defining traits of life as a student at Aeaea. Students learn to live as one with nature, though not without simple housing as needed. All students learn how to swim and many learn how to sail. Magizoology classes are also mandatory every year.

### Known Attendees

* Orthea Stephen, founder of Waverider House of Trefoil Academy
Rosemary

A fragrant, woody, perennial herb whose scent has been popular for many thousands of years.

## Description

Rosemary is an evergreen shrub with aromatic needles, rarely growing past 5' tall. Its needles are green on the topside and white underneath, and roughly an inch long. Its flowers bloom in warmth and can be encouraged to blossom year-round in a greenhouse or warm climates.

### Magical Properties

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

* Memory
* All-purpose medicine
* Focus.
* Warding off nightmares
* Protection from dark spirits
* Affection
* Mental powers
* Purification
* Sleep
* Youth
* Healing

## Habitat

Native to the Mediterranean region and Asia, it is a hardy herb that grows well beyond its original habitat. It is adapted to relatively dry climates and can withstand droughts.

### How to Collect

Trim a needled twig off of the main bush.

### How to Prepare

Rosemary can be used fresh or dried. Dried rosemary is much more aromatically potent and a stronger flavor, so less needs to be used for culinary applications if it is dried. It is often sold as dried needle fragments in small jars, but sometimes is sold as fresh clippings or fully rooted shoots.

## Gardening

It is popular in all manner of gardens as both an ornamental and ingredient. It prefers loamy, **well-drained soil in a sunny location**, and care should be taken in wet areas to keep its roots from being waterlogged. Some are susceptible to frost, so potting is a favored method in northerly climates where it can be brought indoors or to a warm greenhouse.

Seeds can be difficult to start, but **shoots of new growth can easily be clipped and planted** directly into the soil. The bush is rather slow growing, but can live for up to 30 years and is rather easy to maintain once started. It can be pruned into hedges and artistic shapes as a topiary, or kept trimmed low as groundcover.

## Known Uses of Rosemary

In addition to its culinary uses that bring it to spice drawers, Rosemary can be used in the following magical applications:

* Minor Clarity Potion
* Moderate Healing Potion
* Curse-Break Elixir
* Truth Serum
* Owl Shapeshift
* ...?
Wands Option 1Sl

This card shows the curtaining branches of a willow tree next to a deep pond. There are firefly-like glimmers of light drifting through its branches, and a frog hops in the water.

Option 1A: Ring the bell

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

Option 1Y: Sit in one of the chairs

Option 1Q: Shuffle the cards

Option 1S: Draw a random card

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

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

Option 1C: Set the cards down and wait

Option 1U: Scan the room for traps

Option 1F: Flip the table over

Option E: Leave
Wands Option 1F

You feel a whirling, twisting disorientation as your vision goes dark. A voice murmurs in your head, "That's not very appropriate," and you find yourself standing on the street in Ravenbrook, looking at the closed door of the shop with nothing to show for it.

Option A: Re-enter the shop and try again

Option B: Leave