The investigative show.
Royal Sorcerer Foo
Appearance
A bookish, spectacled man wearing a shimmering cloak and a noble duelist's uniform
Magic
Negation:9
Automation:11
Glamor:2
Divination:10
Vivomancy:12
Skills
Ancient History: 9 (Fantastic)
Fighting: 2 (Decent)
Subtlety: 3 (Decent)
Charisma: 7 (Excellent)
Personality
Optimism:60%/Caution:40%
Humor:42%/Solemnity:58%
Empathy:45%/Calculation:55%
Relationships
Romances (Interested romantically, but not sexually, in men and women)
Tal
Tal: 54 (Fine)
Cos: 46 (Bad)
Sam: 75 (Great)
Thecla: 57 (Good)
Church: 31 (Bad)
Kingdom
Kingdom Power: 4 (Decent)
Adoration: 44%/Vilification: 56%
Inventory
Gold: 267 gold
Sword
Alchemy Set
Torc of Life and Death
Antidivination Ring
Clutch of Dragon Eggs
History Book, True Life of Abraxas
Golem Manual
Shield
Students
Blessed Sam
Pets
Verdigris the Baby Dragon
The Dead
The Academy Inquisitor
Student Vera
Plot Points
Chapter 1
You and Tal stumbled on an ancient magic academy.
You discovered a book of vivomancy, and an inquisitor chased you.
You found an ancient dueling ground.
You killed the inquisitor with negation magic.
You explored the academy library.
A divination revealed a potential ally in the form of a golem, so you took a manual on the operation of golems from the library.
You animated a serving tray to retrieve an alchemy set, but in the process, you released some dangerous chemicals.
You found a laboratory with a trapped specter.
You destroyed the specter.
You obtained a clutch of dragon eggs from the crow's nest of an ancient airship.
It became clear that the spilled chemicals were going to consume the whole academy.
Chapter 2
You flew up the coast of the Negative Sea back to Akriton.
You created two horses and freed them in the woods.
You made your parents think your finds in the academy were purely of historical interest.
You read in True Life of Abraxas that those who follow orders regularly are more likely to be glamored.
You learned the location of the Magisterian capital from True Life of Abraxas.
You met a hat seller but bought nothing from her.
You allowed a thief to steal from Fruitseller Fran.
You agreed to hunt a dodecapede with Tal.
You kissed Tal.
You restarted the automated mine that was the dodecapede's lair.
You restarted Akriton's giant fans after the death cloud passed.
Cos and you agreed that you would secretly work for Akriton.
Though you thought you kept a low profile, you heard inquisitors are coming to town anyway.
Chapter 3
Two inquisitors came to your door: the more aggressive Blessed Jacob, and the kinder Blessed Sam.
An old man intervened, claiming you weren't home.
You waited until the inquisitors left.
The old man revealed himself to be Mayor Cos, who is a shapeshifter.
You went to a House of Sun service, led by Blessed Sam.
In the middle, your vivomancy disguise wore off, but Blessed Sam did not take any action to pursue you.
Blessed Sam asked you to heal his pet dragon, Thomas.
You agreed and healed Sam's dragon.
You offered to teach Sam vivomancy, and he agreed.
Chapter 4
You rode to the capital in a wagon with Sam and Jacob.
While Sam and Jacob fought, you sneaked into the basement.
You found a university student held in the Cathedral dungeon—the last mage left there.
You decided to leave the student in the cell.
You found a secret passage that avoided a somewhat terrifying room.
You found a room that looked similar to a vision of a pleasant afterlife.
You found the Cathedral's library.
You found an old statue of Abraxas that promised to answer questions about the Church.
You learned that an item called the Great Oracle lies in the Magisterian palace, and that it could be used to join all minds into one.
You learned some designs that may help scour the sky from True Life of Abraxas.
You read in True Life of Abraxas that Abraxas became an immortal specter, and that you might become one yourself given enough negative energy.
The hierophant came to make an offer of sainthood to you.
Inquisitors and Church guards pursued you out of the capital.
You escaped the Cathedral and headed home.
Chapter 5
You blasted all but one of the guards pursuing you, leaving the lone survivor to report that you are not to be trifled with.
You headed back to Akriton.
On returning to the market, you discovered it had burned down due to a lightning strike.
Tal's house was marked for destruction by the Twilight Band, a group of shapeshifter haters.
The queen offered you a position as an advisor, which you accepted.
Chapter 6
You returned to the capital, summoned by the queen for an interview.
You became the official court wizard for the queen.
You moved into the royal palace.
Spymaster Dol reported sightings of the Neighbors' airships near the Negative Sea.
The queen asked you to determine in what ways the kingdom should adopt magic to stay competitive with the Magisterians.
Blessed Sam became Blessed Advisor Sam when you arrived at court.
You recommended using vivomancy-created beasts to supply the kingdom's labor and enhance its military.
You told the queen glamors were not worth the health risks.
Over dinner with Tal and the queen, you learned of the queen's childhood stuffed animal, Bear Bearson.
You animated Bear Bearson, and he defeated Royal Guard Tam in combat, delighting the queen.
Your plan to create beasts to perform the kingdom's labor and fighting appeared to be working.
You learned from a book how to craft an antidivination ring, and made one for yourself.
Vera started a magic academy.
Vera's magic academy ends in tragedy, with a dead student and Vera dead at the hands of inquisitors.
You created a divination-based broadcasting system for entertainers, but did not teach the entertainers glamors.
Tal proposed.
You said you weren't ready.
You learned that Abraxas made use of an item called a fateshaper to gain negation power, and that the one he used fell into the hands of an Akritonian collector.