recursal/Fanatic-Fandom huggingface dataset:
Kinetics

This magic branch covers telekinetics: manipulations that alter physics. It does not actually alter the shape or makeup of the things it manipulates, except where stress fractures or breakage or explosions occur from sheer force and pressures applied! Kinetics is a magic that bends space and creates gravitational pulls out of nothing, without breaking the boundaries of the physical plane. It tends to have little to no effect on ethereal creatures.

## Areas of Study

If you are looking for information on Teleportation, you will find it under Summoning!

### Telekinesis

This area covers the magical movement of objects with magic. It can make them "fly," roll, or generally defy the laws of gravity. These sorts of magics can be used to "summon" items to your hand from nearby, make items levitate/hover, or send an opponent flying backwards. The longer, the bigger, and the more powerful the burst, the more difficult it is to cast. Sustained zones of knockback and sheer walls of force are the most difficult spells of this nature. Example spells include:

* Knockback
* Telekinetic Slam
* Hover

Some uses of this even allow full Gravity Shifts, whether localized gravity wells, or personal gravitational manipulations that allow the caster to walk on walls or ceilings!

Many classes at Trefoil train and practice this magic through the form of sports or dance.

### Spacial Manipulations

This is an application of kinetics in the areas of architecture and artifice, usually by distorting the size/volume of a space contained within an item or room. It is how bags may serve as portable housing, or how a home or tent may be bigger on the inside than it appears from the outside, or how a trunk may be used to carry a summer's worth of gear and schoolbooks! Care must be taken to ensure the enchantment is stable, or the contents of the compartment will be ejected like a geyser as the extra space deflates.

### Speed Manipulations (Slow/Haste)

Alterations of time around a subject can allow them to move more quickly or exist more slowly than the world around them. Both effects will impact the target's reaction times. In the extreme, it is possible to temporarily place someone in time stasis, though channeling that effect requires mastery-level skill and quite a bit of effort. Students interested in this area of study often find themselves researching the world of Faerie and how its mysterious flow of time is sometimes slower and sometimes faster than our own world.

## Mastery Talents

Those who find themselves extremely talented and well-studied in this branch often gain an innate ability to levitate at all times, a short distance over any stable and solid surfaces. Some also gain a permanent slowfall effect, losing any risk from falling damage, while others are able to walk on walls and ceilings as if they were the floor.

## Known Academy Professors

* Liam, Sani-Hockey instructor
* Wren, Sani-Hockey instructor
* others, to be added!
Scarab

Scarab City Flag

Scarab is one of the four slaver states of Sethulhmet. Less organized in its government than the other city-states, Scarab is mostly a lawless hub of thieves, treasure hunters, slave traders, and magicians, with the closest thing to a ruling body being loosely defined criminal families and gangs. As such, slavery is less strictly enforced in the city than in most other parts of the region, though the trade is still widely accepted nonetheless. The city is built in and around the ruins of an ancient tomb half-buried in the sands, and acts as something of an oasis sitting on the edge of the extremely dangerous Dunelands.
Wands Option 3Q

As you ring the bell, you hear a sound like grating glass from the wraith, who is narrowing its eyes at you. It stares, then vanishes, then reappears again.

"How may I assist you, patron?" it asks pointedly.

Option 3J: Ask what this place is

Option 3B: Ask about the cards

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

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

Option 3H: Ring the bell again

Option 3T: Excuse yourself and leave
MD 7.A.1

Choosing to enhance the amulet's power, you and your fellow mages pour more magical energy into the cosmic amulet. The air crackles with an ominous intensity as the amulet greedily devours the increased power. The portal, now pulsating with an eerie glow, stabilizes, but a foreboding sensation hangs in the air.

As you step through the portal, the transition is unsettling. The enchanted realm unfolds before you, but the once-vibrant landscapes now appear distorted and twisted. Floating islands cast ominous shadows, purple rivers flow with an unnatural murkiness, and the magical creatures exhibit an unsettling aura.

The mysterious symbol, now pulsing with an unsettling glow, marks the entrance to a land where the line between enchantment and evil blurs. The enhanced energy of the amulet, though potent, seems to have awakened something malevolent within the enchanted realm.

Guided by this newfound darkness, your group navigates through the corrupted landscapes. Shadows dance eerily, and distant whispers carry an ominous tone. The once-harmonious collective magic now feels tainted, and the challenges you face become increasingly sinister.

**What's your next move?**

8.A.1a.i.a.i.b.i) **Continue the journey in isolation****:** Choose to venture alone into the depths of the corrupted enchanted realm, driven by a desire to confront the evil and discover its origins.

8.A.1a.i.a.i.b.ii) **Stay together****:** Continue the journey with your fellow mages, facing the increasingly malevolent challenges as a group, hoping to find a way to cleanse the corruption.
Wands Option 1Sg

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

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 3K French

The wraith explains, "Ce magasin porte des pierres précieuse d'haute qualité, qui permit un mage sensibiliser à eux et exercer leur magie. Vous pouvez spécifiquement demander une pierre précieuse de notre selection, mais c'est conseillé de trouver la pierre 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 la pierre 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 4R: Express interest in what sorts of gemstones are available

Option 3M: Ask about wands

Option 3W: Ask about magical spellbooks

Option 3B: Ask about the cards

Option 3T: Excuse yourself and Leave
Species

While you are attending a magical school for gifted young mages, you do not have to be a human mage. Trefoil Academy of Magery and Sorcery welcomes all types of gifted magical species. No species is more powerful than another. And all abilities/spells are available to a person regardless of what species they are.

Below is what the academy has encountered so far. The information below is by no means an all-inclusive set; there are many that are unknown to the academy, and even those that are known do not always have complete descriptions. These entries are based on what was able to be learned as of yet; it will be updated as discoveries are made.

***Game-off notes:***

1. ***This is just an idea list!*** *You do not have to follow these species guides to the letter; they are meant to be ideas and for world-building. Species are used as themes, storytelling, and for fun!*
2. ***No species is innately any more powerful than the others**, among the talented students and staff of Trefoil. A human mage will be just as powerful as a dragon, arcane, etc. of the same ability level.*
3. ***There are no species-specific abilities that only they may use**. All abilities and spells are available to all participants.*

## Species List

Arcane

Catfolk

Centaur, including Pterippi (winged) variants

Construct

Dragon

Dryad (tree elemental)

Dwarfs, Svartalfr, and Duergr

Elven Svartalfar (trow/elves of Terris; not inherently evil, the "dark" refers to their lightless home)

Elven Fae (elves of Alfheim)

Faun

Gemfolk (crystal elemental)

Ghost

Giant

Gnome (earth elemental)

Haltija (see Place-Spirits)

Homunculus (Construct)

Human (magekind)

Huldrefolk (tailed forest nymph: Huldra, Hulder)

Kitsune

Lunarial

Merfolk (Finfolk, Mermaids, Merpeople)

Place-Spirits (Haltija, brownies, sprites, object- or land-spirits)

Salamander (fire elemental)

Scalefolk (Lizardfolk)

Selkie

Siren (Aquatic)

Sirin (Winged)

Solarial

Sphinx

Sylph (air elemental)

Troll

Undine (water elemental)

Vampire

Vila (or Veela)

Were-creatures (Therianthrope)

Werewolf (Lycanthrope)

Wood Nymph

Wraith (ghostly shadow elemental)

### Related

* Ground Rules
* Developing a Character Concept & Roleplaying Tips
* Selecting a Character Class and Role
* Optional: Wand Selection - This is an example of a Choose-Your-Own-Adventure.
MD 3.C

Your Head of House softly exhales after you are done speaking.

"5 points to the house for telling me the truth. Although I wish you came to me immediately when you found the note. Serona could be in danger. Let's get the other housemates caught up to speed and launch a rescue mission."

Continue to the Abandoned Wing . . .
MD 6.A.3

Choosing to explore the shared vision that arises during the group meditation, you and your fellow wizards find yourselves immersed in a dreamscape within the sanctuary. The enchanted symbols on the walls act as gateways to ethereal landscapes, each one revealing aspects of the corrupted enchanted realm and its mystical secrets.

As you traverse the dreamlike realms, the mystical symbol on the walls pulses with a rhythmic energy. The shared vision unfolds, revealing ancient rituals and hidden leyline intersections that, if navigated correctly, could serve as focal points for a grand purification spell.

Continue to hunt for the leyline ...
MD 3.B

You decide to lie.

The head of your house looks at you sadly with a knowing look in their eyes.

As a consequence for lying, your house loses a portion of its hard-earned points. The enchanted symbols on the walls seem to dim momentarily, reflecting the impact of the decision.

A group of staff are quickly dispatch to find your friend. Your actions, though resulting in a loss of house points, contribute to a lesson about the importance of honesty and openness in the pursuit of magic at Trefoil Academy of Magery and Sorcery.

Care to adventure again?
Wands Option 5K

This island is small but stable and quite comfortable. A plush cushion rests on this island, and unlit candles and incense are available. From it, you are able to see the slow dance of stars, the motes of light, and gentle wafts of magic and colored mist, which seem to form shapes that tease at your imagination.

Option 6G: Meditate upon the cushion, and/or light the candles or incense

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 set the cushion on fire

Option 1N: Leave, attempting to steal the card and/or wand to take with you
Wands Option 6Wt

You continue to climb the stairs. They still keep going, and going. You can see you are making progress upwards, however, when you look out of the arrow slits to the aether room beyond.

Option 6Wo: Keep going!

Option 6H: inspect the other tower to the left, across a sturdy bridge.

Option 6B: inspect the hedge in the back of the island, where there is a tunnel.

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 chisel off part of the diamond tower

Option 1N: Leave, attempting to steal the card and/or wand to take with you
MD 2.B

Choosing to reexamine the note closely, you unfold the parchment again. The elegant script seems to shimmer with a touch of familiarity. The words now read:

*"Dear Housemate,*

*I am sorry. I had no choice. They need me, and I have to answer the call.*

*Please cover for me and let others know I'm on a personal quest. I'll return as soon as I can, and when I do, I'll share the secrets of the hidden realm. Until then, keep the magic alive!*

*Best,*

Serona

P.S. The fate of the enchanted realm is in your hands too. Trust in the magic within you."

The mystical symbol is drawn at the bottom of the note, its lines pulsating with a reassuring glow.

**What's your next move?**

**3.A) Respect Serona's wishes**. You hope she will get back soon.

**3.B) Wake up your housemates**. One thing history has taught you is that one should never venture alone.
MD 6.A.2

Choosing to search for the cosmic amulet solo, you embark on a daring quest to locate it. You finally discover the artifact hidden within a mystical chamber in the bowels of the academy. It takes some effort but you managed to trick your way past the protective wards and withdraw it from its hiding spot However, as you grasp the amulet, the corrupted energies surge around you, trapping your very essence.

The twisted landscapes fade away, replaced by an otherworldly void. The amulet is a prison. Your only hope is that, like your year mates will come looking for you as you went looking for your friendly. May they remember the cardinal adventurer's rule: Never adventure alone and never split the party.

Care to adventure again?
MD 13.A.3.1

Choosing to search for hidden passages within the sanctuary, you and your fellow mages meticulously investigate the walls, floor, and ceiling. The enchanted symbols on the walls guide your exploration, leading you to a previously unnoticed alcove.

Within the hidden alcove, you discover a portal shimmering with magical energy. Excitement fills the air as you and your companions decide to step through, eager to explore whatever realm connected to the enchanted sanctuary. However, as you traverse the portal, the magical energies take an unexpected turn.

The realm proves to be a labyrinthine dimension, and before you realize it, you and your fellow mages find yourselves falling through an unseen rift. The magical energies of the astral plane pull you into a vast, dark abyss—an oubliette where time seems to stand still.

Trapped within the depths of the oubliette, the enchanted realm and its corrupted landscapes become distant memories. The once-hopeful journey takes an unforeseen turn as you and your companions struggle to find a way back to the familiar realms of magic.

The hidden passages, while revealing the existence of the realm, lead to an unintended fate. The oubliette becomes a timeless prison, and the enchanted sanctuary remains untouched, its secrets hidden away in the depths of the plane. The mages of Trefoil Academy, once seekers of knowledge, now find themselves lost in the forgotten corners of magical existence.

Care to adventure again?
MD 11.A.2.1

With a decisive step, you enter the portal, joining your friend in a cosmic journey that transcends the boundaries of known magic. The swirling vortex envelops you, and the enchanted realm unfolds like a tapestry of endless wonders.

As you traverse through the celestial expanse, time seems to lose its meaning. You witness breathtaking landscapes forged from pure magic, encounter ethereal beings that embody the essence of the castle's history, and gain insights into the very fabric of reality itself.

Your friend, now a beacon of magical prowess, guides the way through this astral odyssey. Together, you explore the depths of the enchanted realm, uncovering secrets that were once hidden even from the most knowledgeable wizards.

The hidden treasure, revealed to be the collective wisdom and magic of the castle, becomes a wellspring of knowledge that you and your friend tap into. The mysterious symbol, now radiant with cosmic energy, binds you to the very heart of the enchanted realm.

After what feels like both moments and eons, you find yourselves standing at the threshold between the magical realm and the enchanted forest. The portal closes behind you, leaving a residual hum of transcendent magic in the air.

**What's your next move?**

12.A.1a.i.a.i.b.i.i.i.i.i.i) **Return to Trefoil Academy of Magery and Sorcery:** Bring the newfound cosmic knowledge and magical insights back to the academy, enriching the understanding of magic for generations to come.

12.A.1a.i.a.i.b.i.i.i.i.i.ii) **Become guardians of the enchanted realm:** Choose to stay within the magical realm, becoming guardians of its mysteries and protectors of the castle's ethereal history.
Astral

The astral plane is not a "realm" in any physical sense. It is better described as a dimension, or a place-between-places, pure magic that flows between all the other realms. It is a place of raw magical energy, of thoughts and dreams, and does not physically exist.

## General Description

As a place that does not exist physically, its appearance varies based on your own perceptions and subconscious thoughts. Some describe it as an empty sea of grey, while others describe dreamlike landscapes or unending, star-filled space. Many have described it as an immense tree whose branches and roots lead to the different realms.

* Raw, mutable energy, always changing and shifting.
* No gravity unless you think there is. No ground unless you think there is. Nothing unless you think there is. Then, it's all an illusion.
* Time seems to be subjectively slowed, like a dream.
* Magic behaves strangely here, because magic is all around you. It seems to protect itself, but is more volatile.
* Your only anchor to reality is a silver "thread" which flows from you back to your body. Following it back will cause you to eventually regain consciousness back where-ever you started.
* Other portals exist at seeming random that lead to all realms. They can be hard to find, and are difficult to just stumble into, so this is not a reliable method to travel to other realms.

### **Known Methods of Access**

* Deep, magical meditation can allow you to leave your body behind in a trance to enter the Astral

## Exploration

Impossible. It is not a physical location.

### **Survival**

Do not enter physically, or it will tear you apart while driving you insane. It is not meant for physical things!

When entering with an astral consciousness (leaving your body behind), your only way to navigate is to find your way back by following a silver thread. There are no landmarks. It is best not to try to cast any spells while in the Astral dimension, because the magic can rebound on you.

### **Academy History**

The Academy has only had rare, specialty classes which ventured astrally for purposes of self-discovery and meditation. It is viewed as one of the best methods to connect with your inner self and discover your Spirit Totem, an animal that is important to you that can serve as a subconscious mentor or protector.

### **Notable... "Parts?"**

It is rumored that the World Tree, Yggdrasil, is part of this dimension. It is not an actual place, however.

## Denizens

None confirmed. Some that are theorized or rumored include:

* Lunarials, at least their non-physical forms
* Spirit Totems, which are theorized to be manifestations of your own subconscious
* Ratatoskr, a giant otherworldly squirrel that runs messages along the World Tree Yggdrassil
* Other Astral travelers, some of which are not friendly

## Theories and Questions

* Do portals exist that will take you to this not-realm?
* How quickly would the magic energy tear a physical body apart?
Leaf Green

Leaf Green is one of the first Sentinels known to interact with the Academy. She is mentored by Danger and seems to be from the same country, but is well above the rank of recruit, often operating on her own. She is usually playful with the Academy students, and although she rarely speaks, Leaf Green has proven a steadfast defender of the students and her fellow Sentinels. She seems to have a soft spot for kittens and goats, a dislike of fraudulent sausages (aka hotdogs), and has yet to figure out what a poptart is.
Wands Option 6Lj

Numerous projects and workdesks are available, and the reagents and parts prove to be real and usable rather than conjured. A few notes among the desks merely inform in a rotation of languages, *Please do not steal supplies. Experiment with care; damages will result in eviction.*

As you work, the wand still hovers where it had appeared, available and waiting.

***Walnut:** a wand for discerning, patient innovators. It is a wood of knowledge, wisdom, clarity, focus, strength, observance, calm, and containment. The brain-like shape of the walnut's shell and its use in creation of inks readily links it to scholarly pursuits. Walnut is a duality of air and earth elements, providing confidence and the wisdom of discernment: recognizing what things are not good for you, and ridding yourself of them. Its bearers are neither fast nor sluggish, pacing themselves with deliberation, keeping a level head.*

Do you accept this wand?

Option 6Z: Yes! I select this wand

Option 6N: Inspect the small feast hall, instead

Option 6M: Inspect the watch-tower, instead

Option 4B: Inspect another area of the Air room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to destroy the projects and/or supplies

Option 1N: Leave, attempting to steal the card, supplies, and/or wand to take with you
Wands Option 2Aa

You hear a corrective click as though someone clucked their tongue at you, and you feel a disorienting sensation as you get teleported. You find yourself back in the staircase landing at the start. The spiral stairwell filled with soft light leads up or down, with another door leading away on this same level. A sign is posted in the center with a wand next to a down arrow, and a gemstone next to an up arrow. The door has a book illustrated upon it, instead.

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
Faun

Not to be confused with Satyrs (they often take offense to that!), Fauns are a shy, peaceful, carefree, and wild-roaming people who are very protective of nature.

## Fauns

### **Appearance**

Fauns are bipedal humanoids that have the lower half of a hooved animal, usually a goat but deer or sheep. Compared to centaurs, they only have two lower legs. Their torso, arms, and head are much more human. Their fur and hair trend towards natural colors and patterns that match their animal counterparts, though some few are known to have unique and outstanding colors such as purple or green. Most fauns also sport a pair of horns or antlers befitting their animal counterpart, and their ears may also be more animal than human.

### **Food**

Fauns are all vegetarian. They eat the vegetation around them depending on the herd’s location. They often know much about the flora of their native habitat, specifically which are safe to eat and what is poisonous. (Game off: Campers who play Fauns do not have to be a vegetarian. Additionally, do not eat the wildlife! This is a camp rule.)

### **In Magical Society**

Most governments classify fauns as beasts or "semi-sentient," though individual mages or factions (such as Trefoil Academy) may recognize fauns as equals. Reclusive and usually uninvolved in human affairs, they are rarely seen in human communities, preferring to live in the wild forests and mountains. Due to this, most have no idea how humans behave.

Fauns usually come into conflict with humans of all kinds when their wild homes are threatened. They take pride in guarding nature (and their herd/family) from harmful chemicals, deforestation, etc.

### **Abilities**

In tune with nature and wildlife, Fauns have an affinity for plants and animals.

* Plants: most Faun are gifted with enhancing plant growth, and some are capable of conjuring or even speaking with plantlife
* Animals: most Faun can speak with animals, and can charm or befriend animals as companions
* Physical: they are often nimble and quick
* Some Fauns are also skilled in illusion and emotional enchantments. Such Faun sometimes use illusory glamours to look like a human, though such guises do not hide their different gait, clopping hooves, or lack of familiarity with how to behave like a human!

#### **Suggested Combat Spells**

* Plant control: Thorn Whip (1), Ensnaring Vines (2), Huntress' Arrow (3), Petal Storm (5)
* Battle Pet
* Regeneration (2) and Cure Poison (3)
* Minor Haste (2) or Hastened Freedom (level 4)
* Cleanse Air (2)
* For those skilled in illusions: Sanctuary and/or Mirror Image (level 4 illusion defenses)
* For those skilled in enchantment: Inspire (1), Inspiring Song (4), Entrancing Song (4), Inspire Serenity (5)
Wands Option 1Sd

This card shows an open sea and taut ship's sails, the breeze fluttering through the sail ties. A few dolphins are playing in the bow waves.

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
Sharkfolk

A predatory shark-goblin somewhat related to Merfolk, these creatures are found in both the realm of Aquis as well as some parts of the southern Pacific ocean. References to "Adaro" in mythology are likely related. They tend to be extremely aggressive, malevolent, and insular, attacking other creatures on sight.

## Sharkfolk

### Appearance

Fin-footed humanoids with gills behind their ears, they have a head crest like that of a shark's fin, and a swordfish or sawfish spear for a nose which they wield in battle.

### Food

Sharkfolk are thought to be strictly carnivorous, though can stomach scavenging anything they can fit in their mouths.

### Relations with Magekind

Sharkfolk tend to attack first and ask questions later, and thus are usually viewed as monsters or creatures to be avoided. They have their own languages and cultures which vary widely from group to group, making communication difficult even if they wished to speak rather than continue to attack. Many think of them as cursed, goblinoid, or ghost monsters. Any known instances of a "friendly sharkfolk" have been later discovered to actually be a shark variant of Merfolk, instead. However, it is not impossible that some individuals or a group may exist that is less antagonistic; they simply have not yet been documented.

### Sharkfolk Society

Little is known about how they interact with each other aside from sharing hunting grounds and occasionally hunting together. None have been seen attacking each other, but as monitoring them is extremely difficult, it is uncertain if they have family groups, communities, or fight with other groups of their own kind.
What is known is that they tame schools of fish to hide within (and launch ambushes from) or use them as bait to lure larger creatures in, and sometimes even use fish as battle pets, sending an entire school to batter and disorient a target.

### Abilities

It is said that they can travel along rainbows, but whether this means they have a special flight skill or is a reference to realm portals (whose edges are sometimes chaotically colored in rainbow patterns) is unclear.

All Sharkfolk are adept with magic, though most prefer straight combat with their sword-snouts or with weapons or battle pet fish. Sometimes these fish are illusions, sometimes short-lived conjurations, and sometimes real, trained schools. Other favored magic is in the form of waterspouts.

#### Suggested Combat Spells:

* Battle Pet (aquatic)
* Water Blast (4)
* Arcane Riposte (5)
* ...?
MD 12.A.3.1

Choosing to decipher the ancient tome, you and your fellow mages focus your attention on the glowing pages, eager to unravel the arcane knowledge held within. As you delve into the intricate script and cryptic symbols, the ancient tome reveals forgotten spells, incantations, and the history of the enchanted realm.

The revelations within the tome provide insights into a powerful purification ritual—a ritual that, if performed at specific leyline intersections within the corrupted landscapes, could cleanse the realm on a grand scale. The enchanted symbols on the walls seem to resonate with the newly acquired knowledge, as if acknowledging the potential of the ancient wisdom.

**What's your next move?**

13.A.1a.i.a.i.b.i.b.i.b.i.a) **Embark on a quest for leyline intersections****:** Choose to embark on a quest to locate the leyline intersections within the corrupted landscapes, aiming to perform the powerful purification ritual and bring about a widespread cleansing of the enchanted realm.

13.A.1a.i.a.i.b.i.b.i.b.ii) **Experiment with the newfound spells****:** Opt to experiment with the newfound spells and incantations within the sanctuary, honing your magical abilities and preparing for a more focused approach to confronting the malevolent forces within the corrupted landscapes.
Wands Option 7Ld

The obstacle course climbs high through the clouds and ends at a climbing tower, whose roof shades the nearby clouds. Birds circle the tower, but you cannot seem to get in.

Option 7Lc: Run the course!

Option 7J: Inspect the sunlit throne, instead

Option 7K: Inspect the golden, winding path, instead

Option 7M: Inspect the fireworks display, instead

Option 4D: Inspect a different platform in the Fire room

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attack the birds

Option 1N: Leave, attempting to steal the card to take with you
MD 8.A.3.2

Opting to continue the journey in isolation, you decide to separate from your fellow mages and forge ahead alone through the twisted landscapes of the corrupted enchanted realm. The protective spell from the sanctuary fades as you venture deeper, relying on your own magical prowess and determination.

The air feels heavier as shadows dance around you, and the malevolent influence intensifies. The mysterious symbol, once a guide, flickers ominously in the darkness. The enchanted realm seems to respond to your solitary presence, presenting challenges that test your magical abilities and resolve.

As you navigate the corrupted landscapes alone, the malevolent forces of the enchanted realm prove relentless. The shadows converge, and the air becomes suffused with evil energy, making each step more arduous than the last. The once-familiar landscapes warp into nightmarish visions, and the mysterious symbol loses its guiding light.

Despite channeling your inner strength, the malevolent forces overwhelm you. The twisted magic takes its toll, draining your energy and leaving you vulnerable to the encroaching evil. The corrupted enchantment of the realm seeps into your very being, and the once-vibrant magical energies succumb to the pervasive malevolence.

In isolation, you become a tragic figure, consumed by the corrupted forces you sought to challenge. The enchanted realm, untouched by the efforts of your companions, remains shrouded in evil, and the twisted landscapes stand as a haunting testament to the perils of navigating the corrupted realm alone. The once-hopeful journey to rescue your friend concludes in tragedy, leaving the enchanted realm in the clutches of unrestrained evil.

Care to adventure again?
Wands Option 1H

Nothing immediately happens when you call out for assistance.

Option 2U: Wait to see what happens

Option 1Z: Sit in one of the chairs

Option 2V: Call out again, verbally

Option 1A: Ring the bell

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 2O

The bell clangs loudly with your exuberant ringing. 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 3T: Warily excuse yourself and leave
Wands Option 7T

This is a worn cushion of woven, dark-hued tapestry whose patterns show medicines, protective magic, and three crones. Sitting atop it are a simple mirror that reflects you, and a pale, antique flute. You hear whispers of a singing elder in the air, their voice resonating as though weaving the very threads of fate. As you approach, a wand of Elder materializes out of the air and hovers above the cushion.

***Elder:** a wand for those of deep wisdom and mystery. It is a wood of thresholds: birth, death, judgement and self-assessment, fate, and inevitability. It is not all gloom, however: it is also a wood of prosperity, good health, medicines, growth, creativity, regeneration, and eternity. Elder wood can be used for woodwind instruments, though in most cultures is revered as a tree that should never be chopped down. Its bearers are often powerful in defensive magics, divination, illusion, and banishing spells.*

Do you wish to accept this wand?

Option 6Z: Yes! I select this wand

Option 7G: Inspect the other, newer meditation cushion

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
Kneppt Bloodline

This is the third most powerful bloodline located on the Cinavetti Board, which mainstream society refers to as the Scandinavian peninsula.

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 Cinavettis to overthrow the Veks, and since that time, have been primarily stationed in what is modernly known as Finland but have estates across all of Scandinavia.

* Head: Lady Kneppt
* Heir: Lord Gunnar Kneppt
* Insignia: a Stag Rampant with bindrune
* Colors: gold banners with black accent

### Culture

Their primary goal is the defense of the eastern part of the board. As they are tightly bound through alliances to the Westgaards and the Cinavetti, they coordinate with and celebrate the same holidays as those bloodlines, and often arrange marriages and status partnerships with members of those bloodlines.

Unlike the Westgaards, however, most Kneppts have a strong sense of perseverance, self control, and organization.

### Main Estate

A large castle located in the eastern side of Finland, set over water on a set of magically-created islands with bridges and sub-aquatic tunnels.
MD 3.A.1

You decide to inquire about the mystical symbol directly. With respect, you ask the mage in the portrait about its significance and any knowledge that could aid your quest.

The mage gazes at you thoughtfully, and after a moment, they begins to speak. "The symbol you seek is ancient, a key to a hidden realm within the abandon wing of the castle. It marks the entrance to a realm. The mystical symbol will guide you, but caution, for the journey is perilous."

Armed with this knowledge, you feel a sense of purpose as the enchanted symbols on the walls seem to resonate with the wisdom imparted by the portrait mage.

**Journey to the Abandoned Wing . . .**
Wand Selection

[Game Off: In some in-person academy camps/events, you will have an opportunity to obtain an actual wand or a magical focus of some type. Not all our mages cast magic with wands.]

As you step into the wand shop, you find yourself surrounded not by boxes or merchandise display cases, but by a simple, unadorned, circular room. The white walls show only a muted splash of shadows and light from the windows to the street outside. Within the room, there is only a single round table with two comfortable chairs. A deck of cards sits at the table, and the only other object in the room is a silver bell mounted on the wall with a small velvet pull-chain.

What do you do?

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 1U: Scan for the room for traps

Option 1F: Flip the table over

Option E: Leave.
Wands Option 3H

As you blatantly ring the bell again, the wraith vanishes and does not return.

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 1U: Scan for the room for traps

Option 1F: Flip the table over

Option 1A: Ring the bell yet again

Option E: Leave
Mirai Sakku (The Evil Miraculous - Part 3)

**"Mirai Sakku (The Evil Miraculous - Part 3)"** is the finale of *Miraculous: Tales of Ladybug & Cat Noir*, and it is the third and final part of "The Evil Miraculous". Its world premiere will be on December 6th, 2019 on Télé-Québec in Canada, Québec.

## Characters

### Major Characters

* Marinette Dupain-Cheng/Fearbug
* Adrien Agreste/Dog Noir
* Kagami Tsurugi/Mirai Sakku
* Chloé Bourgeois/Miracle Queen

## Trivia

* This episode was originally titled as "Misering", later "Monsteria" before changing to the current's episode title.
Earth Elemental

An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals. Elementals come in the following categories: Small, Medium, Large, Huge, Greater, Elder, Monolith, and Primal.

Earth Elemental are able to move through rock and do not require open tunnels in order to travel. They tend to be wary neutral in the beginning unless something has been done to anger them or they are under orders from the one who summoned them to attack.

Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish to restore it to life.
Abjuration

Based on the Latin word meaning "to renounce" or forswear, abjuration spells are counter-magics. Most are protective spells against other magical and even physical effects, whether as a barrier or as a specific counterspell.

## Types

### Magic Shields and Auras

This is the most commonly used form of abjuration magic in duels and spell combat: protective magic that makes it more difficult to hit the caster. They are typically centered on yourself and are mobile, moving with you, though their area of effect depends on the type of spell. Some will only protect against a certain form of magic, such as fire or shadow, while others are broader and will protect against numerous kinds of threats. Examples include:

* Magic Shield
* Blur, an illusion-based abjuration spell
* Advanced Shield Aura
* Storm Bulwark
* Mass Shield

### Counter-Spell

These reactionary defenses are short-lived and cast in direct opposition to a specific incoming spell effect. Because they are tailored to the specific spell being cast, they are often more powerful, but must be cast against each incoming spell attack and are ineffective against things such as nonmagical arrows. Examples include:

* Deflection
* Minor Deflection

### Wards

These are large shields specific to an area, and take much more time to prepare. Large wards with "permanent" effects require runes, circles/diagrams, special reagents to channel power, and possibly a power source to keep it going for an extended period. Examples include:

* Anti-teleportation wards
* Anti-scrying/Privacy wards
* Nonmage-repelling wards
* Arcane Barriers

### Dispels

Similar to a counter-spell, but focused upon lingering spell effects rather than an incoming attack. Broadly applied, they will disperse all active effects, though care can be taken to target a specific effect rather than purging a friend's spell shields when you're dispelling the conjured roots entangling them. Examples include:

* Dispel Magic
* Cure Confusion (with Emoturgy)
* Banish (with Summoning)

## Abjuration Mastery (Talent)

Those who specialize in abjuration magics often gain an innate spell resistance against certain other types of magics. The type they resist varies from mage to mage, but is usually related to a branch or element they are at least somewhat skilled in. Examples include:

* Resistance to Air and Kinetics spells
* Resistance to Air and Divination spells
* Resistance to Air and Psychic spells
* Resistance to Water and Radiant spells
* Resistance to Water and Illusion spells
* Resistance to Water and Ice spells
* Resistance to Shadow spells and Curse effects
* Resistance to Fire and emotional spells
* Resistance to Fire and Electric spells
* Resistance to Fire and Radiant spells
* Resistance to Earth and transmutation spells
* Resistance to Earth and summoning/banishment spells
* Resistance to Earth and Nature spells

## Known Academy Professors

* Tyto (NPC, retired more than 15 years ago)
* Cloud (Counterspells via Martial Arts)
* Paws (Wards via Runeology)
* others, please add them as you discover them!
Wands Option 6Dx

As soon as you leave the shelter of the columns, you feel the rush of wind and prickle of rain, though you do not seem to actually get wet. The magical clouds are dark and swirling around like a mystical tempest. The sensation is only fleeting, however, as the cushion before you reacts to your card's presence and transforms before your eyes, growing into a small tower just the right size to shelter you. Large windows on all sides of the tower show the storm is still raging, but a comfortable chair now hosts the cushion.

Above the cushion, a pale-wooded wand is hovering.

***Cypress**: a wand for those who quietly stand against the darkness or trouble like a serene shield. It is a wood of longevity, subtle stability, respectfulness, shielding others and providing gentle solace and emotional healing. Cypress is subtle in that it often mingles melancholy with a soothing hope, valor and bravery with humility, stability with self-sacrifice. Its bearers often have an air of quiet mystery, but may be easy to overlook until you need their quiet strength. Cypress trees themselves are extremely diverse, and some are somewhat unique tree in that they are a deciduous conifer.*

Do you accept this wand?

Option 6Z: Yes! I select this wand

Option 6C: inspect the shallow pond, instead

Option 6E: inspect the balcony with scroll-cabinets, instead

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 2A: Throw the cushion into the storm

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

These particular runes are a writing system used in ancient Scandinavia. They were easy to carve on stone or wood, due to their straight lines. Meanings are assigned to each rune even beyond the letter's sound, which makes them very popular in Artifice and other spellcasting where a written symbol is needed to hold magical power.

These particular runes were used among many northern folk for magic, and are popular modernly for divination.

(note: this page contains Runic characters, which your device must have rendering support to view. Otherwise, you may only see ???, boxes, or other symbols rather than the runes.)
The Second Coming

The Second Coming is a prophecy that was rescued from the vaults of the Ministry of Magic. It is largely thought to deal with the on-going conflict between the Westgaards and the Veks as well as references the Heru Cipher.

> Children of the land do you hear echoes of truths that once rang clear
>
>

> One heart’s cry a hope dwelling within sacrifice, a final plea to her kin
>
>

> Yet this bond of hope, by treachery was broke.
>
>

> The flames that once burned bright now dimmed by shadowed hearts.
>
>

> A throne, lying empty. A reign, incomplete.
>
>

> When the moment comes that one becomes many and many becomes one,
>
>

> A  foolish choice shall begin an aeon passage.
>
>

> Blades will bleed. Shields will shatter as the palace is invaded by the traitor.
>
>

> The time of sorrows will mark the beginning of the age of a vicious war.
>
>

> Two pasts intertwine one future they do bring order and chaos near.
>
>

> The Shards of the 13 will restore what is lost.
>
>

> The dawning of the moon lights the darken path.
>
>

> Until the battle over the throne is resolved, balance will not be restored.
>
>
Wands Option 7Cz

The chairs are comfortable and the breeze is pleasant. The view feels timeless and has a pastoral peacefulness to it. After a few minutes, a wand materializes nearby, hovering in the air.

***Olive:** a wand for those who are true to their hearts. It is a wood of peace and reconciliation, wisdom, immortality, safe travel, stability, prosperity, success, power, strength, light, integrity, and tranquility. Olive is symbolic of peace and good health in a great many cultures. Its bearers are loyal and practical, comfortable with themselves, and are true to themselves even in the face of adversity. Many are skilled in fire magics.*

Do you accept this wand?

Option 6Z: Yes! I select this wand

Option 7A: Touch the Joy stone, instead

Option 7B: Touch the Focus stone, instead

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

Option 3L: Return to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Throw the chair(s) off the overlook

Option 1N: Leave, attempting to steal the card and/or wand to take with you
Wands Option 7Ni

Once you are secure upon the center of the flying tapestry, it glides up into the air and takes you on a slow tour of the whole Fire chamber, passing the maze-like knot of stone pathway, the dual-seasoned summer/winter meadow, the winged horse with its chariot. Then, it flies into a swirling portal, and you weave through numerous other chambers: a deep sea, a beautiful cavern lake, a starscape, and a blue sky.

Finally, it stops in a chamber of stained glass with an open ceiling, sunlight streaming down from overhead. Each pane of glass shows a part of life: an infant in cradle, a toddler, a child, a teenager, a young adult, an experienced adult, and an elder. The floor is packed earth. In the center, a wand manifests, rotating slowly.

***Ash:** a wand for those of conscious connections. It is a wood of new beginnings, initiation, confidence, community, reliability, spiritual endurance, creation, independence, stability, security, focus, concentration, humanity, and strength of purpose. Ash is one of those said to be the World Tree, with connections across time and space to our ancestors and to other worlds; its spiral buds represent the spiral of life. It is a tree of potent healing abilities, and its bearers are often strong in healing, conjuration, solar magic, and abjuration. Those with Ash wands are usually protective of children, creative, and make excellent defenders against otherworldly invaders.*

Do you accept this wand?

Option 6Z: Yes! I select this wand

Option 4D: Board the tapestry back to the Fire room

Option 3L: Board the tapestry back to the 5 Element Doors

Option E: Return the card and leave

Option 1F: Attempt to break the stained glass

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