Academy of Wizardry
The story ...
[skip to background]
Jawnyash Talbor b'Drus enrolled in the Academy of
Wizardry by sheer, dumb luck. To hear him tell it, by sheer, dumb, bad
luck. At the tender age of fifteen, Jawn ran away from home to avoid the fate of
learning and academics, becoming a caravan guard and finding that, though it
lacked the romance of the storyteller's view, he rather enjoyed the martial arts
and the vast view of the world afforded by such employ. Seven years later, he
was an established and rather well respected member of the Guild of Warcraft
when he hired on as guard-commander of a modest cattle caravan containing
Enaka'ee coursers, a special shipment for the Headmaster of the Academy of
wizardry. They were so special, in fact, that one of the Academy professors
rode along to see to their safe delivery into Delios.
Just as they were almost through the Deep Wood,
some trifling of the wizard's set off the Wood itself. Jawn was credited with
saving the caravan by some magical means, though to this day he dismisses it as
sheer face-saving by the wizard. He swore that no magic influenced him, but the
Professor is positive that only an innate magicallity could have guided someone
so ignorant of Guardian Spirits to make just the right appeasement – Jawn, by
accident he maintains, sliced his hand as he drew his sword, sending a spray of
his blood in an arc that splashed on the wizard. Regardless, the blood upon the
wizard was enough to quiet the wood and they made haste away from the sentient
wood.
The wizard, Professor Gilgish, upon discovering
that Jawn was a mere two and twenty, badgered him to apply for entrance to the
University. He was so persistent that none of the merchants in Delios would
hire Jawn, even going so far as to warn him that, until the wizards were through
with him, they wouldn't hire him in any city. Frustration led Jawn to pounding
on Gilgish's door late one evening after his last rejection.
Spitting spite, Jawn denounced the Professor as
only a professional sell-sword could, much to the amusement of the Professor's
staff. The wizard made a deal with Jawn – Jawn would apply to the University
and enter if accepted or, if rejected, the wizard would personally see that
Jawn's employment woes were removed.
Despite his best efforts, Jawn was accepted on as a
scholarship student. The first year he spent trying his hardest to fail only to
find that wizards don't think like 'honest' folk. Half his teachers openly
praised his exploits whilst the other half found in them reasons to challenge
him, with derision, to do better. At the beginning of his second year, Jawn had
the brilliant idea to do nothing and simply fail by lack of action. However,
with his mind freed of finding ways to sabotage his academic plans, he found
that quite a bit of what he was learning was fascinating stuffs. And so he
began to study in earnest, albeit with discretion as he still had hopes of
returning to his former profession.
Midway through the year he chanced to overhear the
conversation of two Professors, one being Gilgish and the other Dravencort, a
man whom Jawn found particularly vile. Dravencort was berating Gilgish for
"setting that sell-sword mongrel" upon the University. His rant only degraded
from there. Jawn's pride was pricked, especially when Dravencort began on about
how only the greatest of men may be wizards and only the lowest of scum would
sell their sword and then how much lower Jawn was for having sold his sword as a
"craven caravan leech". That wouldst not have made much difference overall but
for the next statement of Dravencort's was such that Jawn found his soul speared
for Dravencort made much of how little Jawn appeared to have learned and that
such must be the caliber of men who run from brigands whilst the bounty they are
paid to guard is looted.
Jawn had lost friends to brigand's blades whilst
standing and fighting, good men and most literate. That Dravencort would so
basely dishonor their memory brought the spite from Jawn and, despite his own
desire to be rid of wizardly trappings, ignited a burning determination in Jawn
to make the man eat his words.
The change in him was subtle to outward appearances
for Jawn was ever most vigilant when he appeared most blasé. However, he began
to speak up when none of the other (younger) students could answer, shocking his
teachers with the depth and breadth of his knowledge. Being so very well
traveled and having made the long acquaintance of a wide ranging of peoples from
all sorts of backgrounds had honed an innate curiosity about the world around
him and Jawn was not shy of appearing the ignorant nor of being branded a
bookwyrm. He questioned what he knew naught of and sought his answers in the
people around him and within the texts of books passed from guard to guard.
Several months after the chance eavesdropping, Jawn
spoke up in Dravencort's class. The professor used his speech as a pretext for
further quizzing the young fighter, seeking to humiliate Jawn. Jawn gave a
rather good accounting of his knowledge and refused to be humiliated.
When Dravencort asked where he had learned what he
knew, Jawn answered, "I've been from one sea to the other and from the deserts
of sand to the deserts of ice within the past seven years. I've seen what
you're teaching us of and what these young pucks will never learn in a
classroom. Those on the caravan circuit have many long and dull hours to fill,
so fill them with word of what we've seen, the land we travel, the peoples and
customs we've encountered we do.
"And when that palls, there are always the books.
Guards generally pass along books along the way so we've all had the chance to
read and re-read them numerous times. Take the Herbal Codex of Bivarium there on
your shelf. Did you know it lists four and ten ways to prepare Heartsbane for
over thirty-odd ailments? When you're not drilling, you're looking for anything
to keep you from being bored stupid."
"If you know so much, then why bother to take this
course?" Dravencort sneered.
"For one, I was informed this is a required class.
For the other, despite having been from sea to sea and ice to sand, I'm still
learning. The education of a caravaner is not as formal as that provided here
and some of the 'whys' slip through when you're mainly concerned with 'what' and
'how'."
The Background ...
Concept
Throw together one inept (?) wizard-probationer, a handful of mischievous
gods, a set of "buxom" twins, a virgin-loving dragon,
the Right place, the Right time, and the wrong people (?)
Plot Outline
- University of Wizardry final of a more brawny than brainy mage is
to retrieve an artifact from the House of the Rising Sun and the Watch Tower at
the End of the World
- The wizard-probationer summons help and gets the Buxom Twins
- Encounters dragon on their way to the village
-
-
"Eat the virgin!"
- Ice twin chews dragon ass
- Dragon agrees to help
- Brigands, or the Dragon takes a lunch break
- Town
- Antiquities Dealer has map to find house
- Fire twin charms dealer, steals the map and gets the Thieves'
Goddess' attention
- Dealer posts reward notice
- Thieves guild upset by unauthorized attempt
- Meet up with wizard's friend @ arms, who is charmed by Ice
- Bounty hunters attack, friend and wiz dispatch them
Fantastical Magical Structures
Wizardry
Trained. Magic forces utilized by directed intellect
through the use of incantations, ritual and mystic ingredients
Witchcraft
Semi-trained. Magic forces utilized by directed passions
through the use of incantations, ritual and potions. Associated with nature
lore.
Shamanism
Semi-trained. Magic forces utilized by association with
spirits and/or demons. Associated with barbarians.
Magecraft
Semi-trained. Bastardization of wizardry, shamanism and/or
witchcraft.
Sorcery
Untrained. Magic forces utilized by directed will.
Psychics
Untrained. Life force utilized by combination of directed
intellect and will.
Mysticism
Semi-trained. Life force utilized by passions and will
Divination
Varies by type. Ranges from those trained to interpret
omens to Seers, those born about to "see" into the very fabric of the universe.
Clerical Mysteries
Semi-trained. Divine magics on loan from the gods.
The Lands of Cammarill
A land/world where all forms of magic are prevalent. Tech
base is bronze age to pre-industrial.
Sarakos
- Primarily agricultural and resistant to change.
- Monarchy with feudal system. No serfs or slavery.
- Practical people not given much to superstition
- Each village has a witch who serves as much as a healer as a
mystic.
Sarakos is a land of mystics. Primarily
agricultural, Sarakos is laden with traditions that have served the people well.
As such, the people are somewhat resistant to change. The national deity is
Rambon, the God of Harvests, and his consort, Tanisla, Goddess of the Hunt and
Hearth.
Somas
- Military dictatorship
- Strong relations with the Dwarves of the Morning Moutains
Primarily an agricultural society, the Somans
desposed of their noble and tried a republican form of government. However that
failed miserably and they were plunged into a century of civil war. They were
finally united by General Tuon, who instituted mandatory military service for
every able bodied man from the ages of 16 to 26.
The Eastern continent used to be roughly equally
divided between Somas and Sarakos, but during the Great Civil War, Sarakos
pushed the borders down to the Soman Sound. After two centuries of peaceful
governing, relations between the countries have gone from hostile to wary and
little love is lost between the nations.
Somans hold magic users in contempt, despising the
ostentatious displays of mages and sorcerers. They frequently burn witches at
the stake, despite the outlawing of vigilante "justice". Psions and mystics are
dismissed as demented fools. The Church of the God Who May Not Be Named is the
only honorable way a Soman may use magic.
There are rumors that Seers may be found in the
Mountains of Morning, lying on the eastern edge of the world. These Seers are
said to seek out those born with the gift of future sight and steal them off to
the House of the Rising Sun, there to live apart from their fellow man as they
seek to See the End of Days.
Andolfheil
Like Sarakos, Andolfheil is a monarchial state and
holds the hearth of the Thunder and Frost God, Bulleck. The land is a frozen
tundra for the better half of the year while farmers wage a bitter war to pull
sustenance from the earth for the other half. This has lead to the
institutionalization of raiding into their lives. More often than not, an honest
Andolfian merchant on shore turns into a fierce pirate at sea. In fact, though
home life in this kingdom is primarily agricultural, the main export of
Andolfheil is mercenaries.
Andolfians abroad are either mercenaries or
"merchants" and very rarely anything else. Their patron god is noted for his
love of boasting and brawling, a love shared by his people. Perhaps living so
close to the specter of Death gives the Andolfians their fatalistic view point.
They are an emotional people, quick to anger and slow to forgive. This is often
commented on when mention of their high population of witches is made.
Delinar
Delinar is ruled by an ogilarchy whose members are
elected from each of the nine major Guilds, which are (in no particular order):
Traders, Spies, Artisans, Educators, Smiths, Wizards, Healers, Fighters and
Prostitutes. Delinars are a very religious people. That's not hard to understand
when the worship of the Delin, God of Trade and Information, has such tangible
rewards. In fact, Delinar boasts the best universities, including the only
university for the study of Wizardry.
Fenjar
Fenjar boarders Delinar to the west and north. Not
much is known about the Fenjari. They are a clannish people who harbor a bone
deep mistrust of strangers. The Deep Wood covers approximately half the country
and few dare to cross the forest without a Fenjari guide-claw (a triad comprised
of two Fenjari men and one Fenjari woman) and at least a company of fighters.
The Fenjari are noted for their excellent archery. It has been observed that
when the gods are mentioned around Fenjari, they have a tendency to spit and
walk away.
Meskull
A good three-quarters of the world's most deadly
poisons are native to the Meskull Jungles and Swamps. Meskers are highly
acclaimed apothocaries as well as the world's most notorious slavers. Their
research into potion making and alchemy can be quite fatal – for the test
subjects.
Suprisingly, Meskers are highly intolerant of
illicit drug trading and anyone even suspected of having a drug addiction finds
himself a likely candidate for stoning (the biblical kind, not the Mary-Jane
kind) or lynching.
Enaka'eil
The Enaka'ee are a nomadic people. They follow
their herds of cattle and sheep through hereditary grazing lands and have
extremely strong clan ties. Perhaps because of their close proximity to the
Utaki, the Enaka'ee are extremely resistant to progress merely for the sake of
progress. Their lives are steeped in traditions and they hold these traditions
in great respect. These nomadic herder have ahigh proportion of psions, whom
they believe are the Blessed of their Trinity – Tendosi, Anacrete, and Merinos.
Tendosi Arabecks (arabeck = "disciples" in the
Enaka'ee language) are prized as Herd Masters for their ability to communicate
with the horses and work dogs. Thanks to their abilities, the horses of
Enaka'eil are famed throughout the known world for their quality and the dogs
for their intelligence and loyalty.
Anacrete Arabecks can heal most minor injuries
instantly. It is a generally held belief that, given sufficient time and
experience, an Anacrete Arabeck can heal anything that does not kill their
patient outright.
The Merinos Arabecks are perhaps the most feared
individuals in all of Cammarill. The most skilled among them can kill with a
thought while those of lesser skill often fight with multiple weapons and
constantly trip their opponents.
Utak
Utak isn't so much a country as it is a loose
confederation of independent city states. The most powerful of these are ruled
by Sorcerers an they include Kail, Corum, Feir, and Pornak. It is the only
"nation" without a formal head of state.
While all forms of deity are welcome, the most
prevalent appears to be Andelania, Goddess of Thieves and Travelers. Given the
fractured nature of their government, it is somewhat surprising to note that
Utaria is the seat of the most modern advances seem in Cammarill.
Gods of Cammarill
Reembon (m.) – Harvests, consort to Tanisla
Tanisla (f.) – Hunt and Hearth, consort to Reembon
Bulleck (m.) – Thunder & Frost
Delin (m.) – Trade & Information
Andelania (f.) – Thieves & Travelers
Tendosi (m.) – Domesticated Animals, brother to
Anacrete & Merinos
Anacrete (f.) – Healing, sister to Tendosi &
Merinos
Merinos (f.) – War, sister to Anacrete & Tendosi
He Who May Not Be Named (m.) – Unknown