Part 2Arbus, Badel, Nami, Quill: The Students"Now listen up, you little runts! It's my job to teach you all about Red Magic, but first, we have to talk about what Red Magic is! You all know by now that Red is Power. But can anyone tell me this: what IS 'Power'?"
"A lot of people get the wrong idea. They think that Power is about having big muscles, or being able to blow up a city, or beat someone in a fight. And they aren't wrong! Those things are power. But that's not what Power is."
"Why, some of the most powerful people in the world are these...flabby...tubs of lard who couldn't fight their way out of a wet paper bag. But armies move at their word, people die at their whim, and nations rise and fall by their command. So do these people have Power? Of course! So I'll ask you again, what IS Power?"
"Power is this: the ability to make your will into reality. No more, and no less. How you do it isn't as important as simply doing it."
"So, let's go over another question: how does one get power? Some people with Power are cruel and ruthless, others are kindhearted and noble. Some are clever and wise, and others are beyond stupid. But there is one thing - yes, one quality, that EVERYONE who has Power must possess. Anyone want to tell me what that quality is?"
"DETERMINATION!"
"Red Magic is not about spells or rituals or worship or communing with spirits. Red Magic is Power, and Power comes from the Heart. You need grit. You need will. You need the determination to succeed even if the entire world tries to stop you."
"A lot of you newbies might be wondering why we teach Red Magic in the gym. Well, there's one reason why. It's because this is the best place to test - and build up - your willpower. The truth of the matter is, there isn't really a whole lot a school can teach you about Red Magic. Brains won't help you here. You've either got the spark or you don't."
"That's the end of the lesson. For the rest of the class, you are going to be doing laps. You are going to run until your legs feel like they are on fire, and then you are going to run some more, until you manifest Red Magic, and then you are going to run some more until you manifest more Red Magic. Well, what are you waiting for? RUN!"You haven't been exploring the city much - only enough to get a general feel for the layout.
You are in Ioladin City, a sprawling metropolis and the very heart of Iolaion's kingdom.
The Academy, as well as numerous high-end businesses and research facilities, are on the East side of the city. The Temple of the Unbroken Light is also in this quadrant, somewhat to the southeast of the Academy.
The West Side is a commercial zone with many shops and businesses, including the UV Club which you have heard about already.
The South is a wealthy residential area. Many of the noble families live there.
The North is a poor area, and is considered dangerous. There are many shady businesses that have their center here.
The Royal Palace is in the center of the City. Not surprisingly, it is well-guarded.
The roads are well-maintained, and motorcars - a fairly new technology - are occasionally seen, though horsecarts are still the main form of transport. You can catch a taxi from most places in the city, though it's hard to find one willing to drive through the North quadrant.
BadelI will be Scout,feel more fitting for me.
Iwill start safe, 30% to the Gym,Library, and Socializing , and 10% to going to town
Kevin seems to be going the
balanced route. He has not acquired a specialty.
He has been thinking about you more often lately, gaining you more mana. (
+2 +2 +2)
You have noticed something odd though. Every so often, you spot a very thin strand of light passing through a hallway. On rare occasions, a small light moves rapidly along the strand. It seems these strands are invisible to the unaided eye.
Mana: 2 7 7
Attention: You can draw a believer's attention toward a particular location or item.
Guide Hand: When a believer is using your pen and opens their mind, you may influence what they write or draw.
Butterfingers: The pen becomes slippery, causing it to fall out of someone's hands.
Danger Sense: You passively gain a bit of knowledge about the future as it pertains to danger.
Scout: You may fly around freely and observe things for the cost of 1 Blue Mana per five minutes.
NamiEvolve Telepathic bond. Prompt Abelia to spend her time as such: 45 library, 30 socialising, 20 gym, 5 town.
Despite her initial difficulty in communicating, Abelia has been making new friends and getting along fairly well. Some of the students, including Esme and Kevin, have also learned a bit of sign language on her behalf, making it easier to communicate with them. Karin's still nice, though she doesn't seem to have the focus or patience for it.
Abelia has also been studying well, and has shown a particular knack for Cyan magic. It probably helps that Professor Salvatrix is so patient and accommodating. Cyan magic, as far as she can understand so far, is centered on the idea of being at one with all things. It seems that she is trying to use you and your Spirit Links to make it easier to connect to the world around her. (
+1 +2 +3)
She has also started to learn the art of making charms - physical items that store magical properties. She is thinking of starting a project, but of what?
Mana: 1 10 6
Mental Pull: You create a minor compulsion for a believer to look or move in a particular direction.
Spirit Link: You form a link with a new individual, allowing them to recieve basic thoughts and feelings from existing believers.
Telepathic Bond: Passively gives you information about the thoughts of all your believers. By expending 2 Green Mana and 1 Blue Mana, you may send a basic thought or feeling from one believer to one another, even when they are not present. (Current believers - Abelia, Kevin, Esme)
ArbusAccelerated time? Interesting. I’ll encourage Esme to spend 30% time to studying (grades count, and you never know what you’ll need to know) 40% to socializing (I am a familiar after all. Also, can I make attempts to socialize with certain people, or only in general?), 20% to the town (or however much evenings take off. I’m curious to see what I might encounter), and 10% to the gym (I might need a little power).
I suppose I’ll spirit bond too. No cost to it, and it might be beneficial. I suppose I’ll also encourage Esme to socialize with Abelia and Kevin especially. Considering I already know the two, getting to know them better may be a good idea. You never know when you’ll need a friend.
Esme has been spending a lot of time in the garden, and often manages to catch the end of Basil's lectures on familiars. Although you haven't managed to manifest physically permanently yet, Esme has learned the
Summon Familiar technique. This temporarily infuses you with a physical form for a few seconds, effectively using you as a spell. She does this on occasion for minor things like grabbing small objects, gaining you a bit of extra mana. (
+3 +1 +1)
Mana: 9 20 13
Soul Bond: You spiritually empower to a believer, enhancing their senses and physical abilities.
Spectral Form: You may choose to appear as a hazy apparition at a cost of 1 red mana per 6 seconds.
Speech: You may speak to a human at a cost of 1 green mana. If used along with Spectral Form, there is no extra cost.
QuillPush the book open to a page about either white magic or combining magics. If neither exist in this book, turn to the part about blue magic
There isn't much written here about White Magic - it seems that White Magic is considered a more advanced subject than first-years are expected to focus on, though you have seen some books in the library on it. You open the book up to a small paragraph near the end of the introduction to the colors.
Those who combine all three Virtues in equal measure are known as White Mages. Due to the difficulty in balancing the Virtues, high-level White Mages, or Paragons, are exceedingly rare, though low-level ones are somewhat more common and are often skilled in the difficult arts of healing and purification, which require a skilled balance of potency, wisdom and empathy.The section on Blue Magic is more extensive. You re-read the first paragraph:
Blue Mages, also called Seers, specialize in the acquisition of information. Though they lack the flashiness and direct impact of Evokers and Sorcerers, their abilities - which include creating wards, remote viewing, seeing the invisible, and even glimpsing into the future - make them valuable as strategists, historians, loremasters, advisors and planners. Beyond these basic Blue-aligned skills, Blue Magic is often centered around rules and rituals, and in fact the very concept of a "spell" - a defined ritual that produces a defined effect, which one might acquire through sufficient study - has its original roots in the philosophy of Blue magic. This makes the Blue school far more flexible than it might appear at first glance, and in practice many Blue Mages round out their skills with a host of abilities often associated with other schools, making up for their lack in raw strength with a wide range of "tools" for meeting any situation.35 to library, 35 to gym, 20 to socializing, and 10 to town.
Cole's studies are going well, but he doesn't have much experience with physical exercise and his gym sessions are pushing him to the breaking point! You can help him along with a
physical push or a
boost to his willpower, increasing his belief in you, or make him struggle through on his own, which will improve his own skill in Red Magic.
Mana: 3 3 3
Shove: You impart a small physical force on an object.
Soul Bond: You spiritually empower a believer, enhancing their senses and physical abilities.
Scout: You may fly around freely and observe things for the cost of 1 Blue Mana per five minutes.
There are three major wings of the school:
The East Wing houses the library and laboratories.
The West Wing has the cafeteria and gymnasium.
The South Wing has the dormitories. It also has a large, open courtyard and garden.
Surrounding the school is a city. Sometimes, students head into town after school. Known locations:
You are in Ioladin City, a sprawling metropolis and the very heart of Iolaion's kingdom.
The Academy, as well as numerous high-end businesses and research facilities, are on the East side of the city.
The Temple of the Unbroken Light is also in this East side, somewhat to the southeast of the Academy.
The West Side is a commercial zone with many shops and businesses, including the UV Club.
The South is a wealthy residential area. Many noble families live there.
The North is a poor area, and is considered dangerous. There are many shady businesses that have their center here.
The Royal Palace is in the center of the City.
Kevin (First Year, undecided)
Abelia (First Year, undecided)
Esme (First Year, aspiring Green)
Amy (First Year, aspiring Magenta)
Cole (First Year, aspiring Blue?)
Karin (First Year)
Radish
Hex
Pyro
That boy with the troll
Headmaster Fintan
Professor Iris (Teaches Introductory Chromatics)
Professor Basil (Teaches Second-Year Shamanics)
Arbus, Badel, Nami, and Quill: Vaguely Accelerated TimeIn addition to plot events that occur, you may make general decisions about how your human will choose to spend their free time at the Academy.
Hitting the library will gain you
blue mana and abilities, and improve your grades.
Hitting the gym will gain you
red mana and abilities, and improve your willpower.
Socializing will gain you
green mana and abilities, and help you make new friends.
You may also choose to
head into town in the evenings. You might encounter more interesting developments there.
You have 100
Free Time Points which you can distribute among these options. These may be re-assigned each turn.
Shah: Escape from the Library?You swiftly mindsurf into the boy standing outside the library and observe the scene through his eyes. The girl in green stands there confused as the librarian searches her bag. "Where is it?" she says. "You took a book from the Forbidden section! Don't try to hide it, or your penalty will be much worse!"
"I didn't take anything! I swear it! You saw my note, I was allowed to take out
Sacred Light and Darkness from the Restricted section for my project. I didn't even go near the Forbidden section."
The librarian narrows her eyes, then taps a small silver bell at her desk, making a long, faint ringing noise. A magic circle appears on the floor beneath the girl, surrounding her with a faint aura of Magenta magic. "Don't move from this spot. Grenadine, go fetch Headmaster Fintan. Tell him we have a possible rider."
A girl in light magenta robes stands up and leaves the library, heading toward the center of the school. The boy you are currently riding in loses interest and turns toward the gym.
Jostle Vessel: You may move the book slightly.
Mindsurf: Allows you to jump directly from one inhabited creature into another, provided you can see them. Expands your maximum range of influence.
Unseal Page: You make it easier to open the book to a particular page.
Devour Spell: You can absorb a spell cast in your vicinity. It seems you can only use this (2) times, however.
Bound Form (Book): Your presence is currently bound to a particular book. This increases your influence, but renders you unable to move independently.
Ghastly GrimI am Ghastly Grim
Gerald Grim could be called quite a few things, a bounty hunter perhaps, a mercenary most likely. Regardless of whatever he was called by others, the term he had used for himself was 'debt collector for hire'. He knew more than anyone that debts were often less about money, or even not about money at all, and more about the principle of not allowing others to take from you without the proper repayment, and most importantly, making sure those who would fail to pay learn the error of their ways. A debt for life spared, a debt for lives taken, a debt for secrets stolen. Gerald would, for a price, ensure that anyone who owed something would pay it back... in some sense. More importantly, he ensured that debtors would certainly not make the same mistake twice. In time the efficient cruelty with which he did his job became legend, even after he died his name was infamous, people continued telling stories of him, some didn't believe he could actually ever die, that he wasn't living to begin with, some believed that even with rumors of his death, old Ghastly Grim would be coming for them, and belief is quite a powerful thing.
My Form is that of an ominous humanoid figure in a partially bloodied coat.
(Demon)
You can't remember how long you've been walking, or how you got here.
A small, nervous-looking man picks his way through the dirty streets in front of you. You are following him, though you can't quite remember why. He occasionally glances backwards, as if he's afraid of being followed. You wonder for a moment why he doesn't seem to notice you, before you remember.
You're dead now. That's going to take some getting used to.
You struggle to remember exactly who this man was, but it isn't easy to think straight when your brain is currently being eaten by worms. You're pretty sure he looks familiar though.
Still looking behind him, he turns a corner and enters a small shop. A little bell tinkles as the door opens. You pause absent-mindedly, watching a small spider make its way up the sign, which reads "The Black Rabbit".
Not the best drinks in the city, but certainly a good spot for picking up information, a thought drifts in from nowhere.
A gust of wind blows the door open as you enter into a dingy-looking tavern, making the bell tinkle again. The little man, who is sitting at a table, jumps at the sound.
"Well well well, look who came back from the dead."This alarms you for a moment, before you realize they are actually talking to the little man you were following. He's seated himself down in front of a rather fat man in a wide-brimmed hat.
"Ha, very funny. You ever spend eight months underground, knowing that every moment could be your last?"
"I must say, I'm a little disappointed to see you, Mogura. I had twenty gold with Drake riding on you being six feet under.""Well tell Drake to give you your money. I was literally hiding underground for eight months." He pauses, glancing around furitively.
"He's really dead?"The fat man nods.
"I wouldn't have believed it if I didn't see the body myself. Hasn't been the first time old Gerald faked his own death to lure your type out of hiding. With Grim in the ground, I expect to see all sorts of unsavory folks to be coming out of the woodwork sooner or later. Who had it out for you? I imagine there are several.""Some bigwig West side cheapskate got annoyed that his competitor kept finding out company secrets. What did him in, anyway?""Nobody's really sure. Word is that he was shot over fifty times by the Queen's guard. I've got some more info, but it'll cost you.""Ha, no sell. Knowing he's out of the picture is enough for me."The fat man folds his hands.
"What do you want, Mogs? I assume you aren't here just to say hello."The small man holds out one hand, rubbing two fingers together.
"Nice try. You're going to have to whet my appetite a little more than that.""It ain't enough knowing that I came out of hiding to tell ya?""Nope.""Fine then. Midnights."The fat man raises an eyebrow, then places three gold coins in the outstretched hand.
"Word is that someone's called a hit on the High Priest. I've heard that they're sending eight Midnights to the Temple."
"Eight? Who would want to kill the High Priest that badly?"He shrugs.
"I couldn't say. Though if you want me to do some more digging...""No, that's quite enough. I'm going to have to think about this."The small man leaves the tavern, still taking furtive glances behind him.
Spirit Evolution - You may take two of the following abilities:
Soul Gaze: You can read the thoughts of anyone who looks into your eyes. Works passively, and can be used actively to read more deeply at a cost of
3 blue mana.
Mental Voice: For the cost of 1 Red Mana and 1 Blue Mana, you may cause a single person in your vicinity to hear a voice as if it is coming from your location.
Soul Strike: For
3 Red Mana, you may attack a target's soul. This has a stronger effect the more afraid they are. If they are sufficiently afraid, it may paralyze or kill them.
Mana: 6 2 6
Shove: You impart a small physical force on an object.
Mark: For 3 Blue Mana, you may place a Mark on a single nearby creature. A Mark allows you to determine the direction of that creature and seek them out. A Mark weakens over time and becomes harder to track at a great distance. Marks are also weaker if you have several active at once. You may cancel a mark at any time.