A current update:
Following my idea the other day, here’s what I’ve piled together so far.
First of all, apologies to Patrick Rothfuss for some of the more blatant
plagiarism homage. It is well meaning, I’m sure you’ll understand. As I’m working this, it’s becoming a little less Rothfuss – there’s a Goblin warren beneath the school, so it’s going a bit J.K. Rowling. I’m still working on the Houses (because obviously there should be Houses AND Colleges).
Next up, adapting some FATE rules for this. Thinking Dresden Files RPG would be reasonably easy, substituting a few skills here and there, and casting more or less intact.
What I will say is, every character has some form of personal aid or focus to their magic. Whether it’s a wands, a ring, a glass orb, or a pentacle necklace. Without the focus, magic isn’t possible (without some kind of ability/stunt). These focuses needn’t be unique, but are of great sentimental value to the practitioner.
It should also be noted that the school caters for a full panoply of students, and so there are students who have no magickal aptitude whatsoever, for whom the classes in linguistics, tactics and history prepare them for diplomatic careers, or for whom mathematics and engineering leads to architecture.
Ser Coranth School for the Furtherance of Knowledge and Wisardry
Ser Coranth was a noble born slightly over a thousand years ago, and used a portion of his large fortune to establish a great school, that the world as a whole might benefit. He built it at the borders of his own country, as well as those of two others.
Over time, the school has grown to the size of a small town, surrounded by quarters of servants and merchants and innkeepers, whilst at the same time growing itself in the pursuit of new, forgotten, and esoteric knowledge. Its name refers to the long held belief that Magickal aptitude is founded upon deep wisdom.
The school boasts a handful of colleges, almost as many faculties, an overall population in the thousands, and sits upon land bequeathed it by all the surrounding nations, prior to their entry into the Commonwealth.
These comprise the area upon which the school is built, some forested area that disappears over the northern borders
Tuition at the school is set annually, following exams and a personal interview with the Chancellor’s Council. New students forego the exams and take extended interviews.
Tuition usually tops out at fifty Guilders a year, but is influenced by perceived ability of the student and a knowledge of how much a student can afford to pay (a great many nobles send their children to the school after all).
Beneath the Chancellor and the Deans of the Faculties sit the various Masters of a particular subject. It is they who teach the various classes.
Also of note are the Provosts of the various colleges, the Wardens (the enforcers of the various Rules, Laws and Codified Statutes of the School), as well as the servant class that has grown up around the school.
Dean of the Faculty of History
Dean of the Faculty of Magick
Dean of the Faculty of Natural Philosophy
Dean of the Faculty of Medicine
Dean of the Faculty of Languages
Provost of Bannermouth College
Provost of Coranth College
Provost of Carrefour College
Provost of Polettus College
Master of Early Imperial Literature
Master of Late Imperial Tactics
Master of Mathematics
Master of Pre-causal Effect
Master of True Names
Wardens of the School
Some locations within the school and surrounding area:
Chambers – Home to the Masters
Grand Hearth – a large hall adjacent to Chambers, used for functions
Commons – a group of several buildings of bunkhouses and small dining halls
The Quint – a five-sided open square in the centre of the School
Towers – the tall towers of the school can be seen from miles around
The Undercroft – a storage area/cellar
The Overcroft – located directly above the Undercroft, also for storage
Flagstones Market – the largest market in the school
Goblin Market – a market for finding interesting magical gewgaws, ingredients and formulas
Gardens – a botanical garden
The Rookery – A stack of nests dating back hundreds of generations, on the roofs of Commons
Limns – Where new manuscripts are transcribed and illuminated
Twixt – A frequently used alleyway running between the Towers
Ministry – The Ministry of the Assembly. The Assembly maintains a presence to keep a watchful eye on things, headed by the Minister
Ideas of classes:
Abjuration and Wards (Early Imperial through Modern Commonwealth)
Geometry of Magick
Introduction to Medical Applications of Herbs
Languages of the Goblin People
Legal Statutes on Augury and the Ethics of Precognition
Precognitive Dissonance Theory
I’ve talked before about my desire to run a game centred around a school of magic, but I spent a long bus journey today thinking more on the subject, so here’s what I have so far.
I’ve been considering some elements for immersion in the setting. Here’s some stuff I’ve thought of, food-wise.
I already know that Kingsmead itself is a bit odd. They keep long haired rabbits the size of dogs, providing food and material for clothing. I know they make goats cheese and cider, and a lot of flatbread. And savoury porridge. I seem to recall adding that.
Queenstown though, I haven’t considered as much. It’s a port town, so fish must be a big feature. I’ve talked about the Queenstown Ruby, which is the kind of beer brewed in the city.
So maybe they make Ruby Stew, with saltfish, onions and carrots. The port itself is a haven for small squid, and the Seawitches have a habit of spit roasting it with chunks of ginger.
Pepper-crusted chicken is also popular, thanks to the imports across the Spice Sea.
The nobles of course eat all kinds of odd concoctions, and the golden roe of a boonfish is particularly prized.
Raethmoore is even more different, trading with the Republic further north. They eat a lot of wild onions and garlic, but also a lot of mint and sage. There’s plenty of game in the area, and more than a few goatherds.
I think, since the town sits in the hills, a fortifying drink on an evening is likely. A minted pheasant stew served with a hard cheese, or a dry sausage made from goat flank, crabapples and moongrass.
The Darklings in the Southern Swampland eat a lot of tubers and other root vegetables, coupled with fungus of all kinds. The local fish swim in brackish pools, but there’s a few small mammals that can be stewed easily. During a certain time of year, before the puffballs spore, there’s plenty of the ripe white balls being eaten by the various tribes.
Quick time news burst!
Stonekin (dwarves) removed from the setting (for now)!
Wildfolk (leafy elves) now do even more, with feathers too!
Crowfolk and Ratfolk removed from the game! Partly folded into Darklings (swampy elves).
Draken and Wyvings renamed – now two colours of Lizardfolk!
Wode renamed Beastfolk (though the Wode will be an example tribe name).
Trying my best to describe roughly each area of Queenstown and the Old Crown, with little snippets of names for flavour to hook onto adventures.
Kingsmead is now a sample town, replete with plot hooks and secrets and fiddly bits. There will be something similar for the Outwall area of Queenstown.
Everything else is just rumour, hearsay, and nuggets of fun so that someone can take what I’ve given them and craft their own world.
Partially inspired by Zak’s post here, I want people to have fun in my setting, but make it their own. That’s why I’m leaving so many blanks.
One of my favourite ideas for D&D 3.5 was having the adventurers interact with ghosts.
The Ghostwalk book spawned a short series of adventures within a campaign, where the players find themselves waking up in a ghostworld filled with extinct animals and peoples, and trying to escape back to their lives.
I’d love to try that again with a new game. Have the players do a few short sessions then suddenly come up against a nasty big bad guy. With a swing of his sword, he fells each of them.
But then they wake up in the world inside the sword.
Partly inspired by the sword Dragnipur in the Malazan Book of the Fallen (which I’ve written about before), and partly by a Daedric quest in Skyrim, the characters would have to advance within the sword, find a way to break out, and then avenge themselves and any friends they might make whilst imprisoned.