Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
This game will require payment to participate. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. For more information please see the Roll20 Code of Conduct.

Graduation of the Magical Institute of Denyris

PM me on Roll20 or Discord (Archiplex#3215) for any questions, suggestions or concerns as far as running the game, or use one of the threads below.
Schedule: My timezone is CDT, the earliest 'start time' for the game is 12pm, with the latest 'start time' of the game being 8pm. Game should run for 4-6h per session (If the party is fine with going into the AM's when we do a late start, anyways.) The game is deadlocked to be on a Tuesday, Wednesday or Thursday.
End of application time is sometime around May 25th- and announcements should either be on that date or within the following week.


You've spent years of your life studying and specializing your magic in the Magical Institute of Denyris- the largest, most profitable city in the nation of Abanpol, easily considered the capital of the 'world'. Magic is something only passed down by blood, and only through training, luck, and the blessings of your magical forefathers may you retain use of your magic.

Students who succeed will gain the magical powers of other students and become that generation's official Magician. Magic-wielders are thus either extremely impotent, or generational across the world and nation. The few that exist tend to be ultra-famous celebrities, scholars who singlehandedly drive the future into grand advancements or, brave and valiant commanders of armies- or even leaders of the nations themselves. Some casters reclude themselves to isolation even after being dubbed the generational magician, never revealing themselves to the world again.

The downside, however, is that even if one is birthed with power over magic- development requires the power of being crowned a generational magician. Otherwise, most casters tend to become underdeveloped and effectively useless as practitioners. Even worse, in order to create a proper generational magician, the powers of those who fail to become one such person are lost and consumed in the process. In simple terms: If you don't graduate, you are forever cursed to never be able to wield magic.

The time finally draws near where you, a magician-in-training, finally has to test their prowess in the Generational Competition of the Magical Institute of Denyris. If you succeed against the odds and surpass all of your colleagues, you'll 'graduate' into the world as a full fledged magic-user, to use your powers for whichever cause you believe. Utter freedom.

But if you fail? Well, let's just hope your family had some back-up plans for you, or that you're a damned good farmer. Magic-drain often causes the loss of memories and abilities, mundane OR magical. Those who lose the competition hardly retain enough of their physical capabilities to be a capable adventurer.


Want to join this game? Make a post in the discussion forum below and let the GM know!

Listing Discussion

^
  • 2 q
  • 71 E
Last Post
1527474625 by Zepia
^
  • 19 q
  • 285 E
Last Post
1527327649 by Tony X
^
  • 8 q
  • 424 E
Last Post
1527274823 by Tony X
^
Last Post
1523177015 by Fiomagni
Last Post
1523891047 by Fiomagni
Last Post
1519572616 by Fiomagni
Last Post
1519509923 by Fiomagni