We are happy to let you know that after a thorough review of your application, you have been accepted into Sailameril Academy for the upcoming academic year. Your exceptional talents and achievements in the Field you exiled in during your primary education have distinguished you among many applicants, and we are honoured to welcome you to our esteemed institution.
As a student of Sailameril Academy, you will have access to world-class scholars, state-of-the-art facilities, and an environment that fosters both academic excellence and personal growth. Your assigned dormitory will be of your choice, where you will be guided by experienced mentors and engage in inter-dormitory competitions.
Please find enclosed:
To confirm your enrollment, we kindly request that you complete and return the attached acceptance form before the closure of this campaign ad. Should you have any questions or require assistance, do not hesitate to contact the Admissions Office.
We look forward to witnessing your growth and contributions to the academy. Welcome to Sailameril Academy, where knowledge and magic shape the future.
Sincerely,
Elizaveta V. Lentulus
Office of Admissions
Sailameril Academy, Trucehold of Embassra
Campaign basic Info
System: GURPS 4e
Experience Level: Open to beginners and veterans
Player count: 3-6
Sessions: TBD
TL:5, Arcanic Industrial Revolution
Starting money: $5,000 (basic wealth)
Character points: 250points + 100 point disadvantage
Free character options: Free Mage traits
Setting: Victorian Fantasy
Character Roles: Play as a student or researcher, whether a mage, an engineer, an alchemist, or a non-magical scholar.
Dormitory Life: Compete in dormitory challenges for prestige, resources, and bragging rights.
Mysteries and Discoveries: Uncover ancient artefacts, investigate magical anomalies, and unravel hidden conspiracies that could change the world.
Academic Fields: Choose from disciplines like Arcane Studies, Mechanical Engineering, Alchemy, Botanical Magic, or even Occult History.
Life Balance: Juggle your studies, part-time jobs, friendships, romantic interests, and risky research projects.
Quizzes and Rewards: Participate in in-game quizzes to earn reroll dice, free traits, or other bonuses.
Extra Mechanics
Exams
Exams at Sailameril Academy consist of a Studying phase followed by a Testing phase. Each exam covers material from a specific course, such as Magical Physiologies, Scrivening and Symbology, or Advanced Arcane History.
Studying Phase:
During the Studying phase, characters brush up on course material and for that, you need to roll IQ.
A successful ability check during the Studying phase grants the character one reroll to use during the Testing phase.
Characters can skip the Studying phase, forgoing the chance to gain rerolls.
If two or more characters study together, they each have an advantage in their ability check during the Studying phase. This means they need to roll against their skill level +2
A character can pull an all-nighter before the exam to gain two rerolls for the Testing Phase, but they suffer from exhaustion, losing 2 points of fatigue, that cannot be removed until after the exam.
Testing Phase:
The Testing phase consists of rolling the adequate knowledge skill and dexterity, with the DCs determined by the game master.
If a character gained any rerolls during the Studying phase, they can use one reroll on a Testing phase ability check.
Exam Results:
Failed: No successful ability checks. A character who fails an exam must attend tutoring with a junior faculty member until they achieve at least a passed exam in a different exam encounter and cannot participate in extracurriculars or jobs until they pass an exam.
Passed: One successful ability check. The character gains one Student Die.
Aced: Two successful ability checks. The character gains two Student Dice.
If a character successfully cheats on an exam, they automatically ace the exam, but cannot use any rerolls from the studying phase. Cheating requires a successful Charisma (Deception) check and a successful Dexterity (Sleight of Hand) check.
Student Dice:
A Student Die is a luck roll where the player may reroll a single bad die roll twice and take the best of the three rolls. .
A player may roll the 3d6 first and then decide to roll the Student Die, but they must do so before determining whether the roll meets the difficulty check (DC). Only one Student Die may be used per check.
After rolling a Student Die, a player can’t roll it again until the character finishes a long rest.
At the end of each academic year, players lose any Student Dice their characters have earned from an exam.
Here’s a summarized breakdown of the key plot points:
1. Arrival at Sailameril Academy
- The academic year begins on March 8, 1820 UC at Sailameril Academy, the continent's top magic academy.
- New students arrive to find the campus damaged—scorched buildings, shattered windows—hinting at a recent magical accident.
- Among the students: Arturia, Kieran, Carter, Breythin, Erwin, Julia, Lillia, Lumi, Truffles, and Sylivianna (Liv).
2. Initial Student Introductions & Meeting
- Students gather in a meeting room, where their personalities and backgrounds are revealed:
- Carter: Observant, cautious.
- Truffles: Anxious, clumsy Porcine.
- Breythin: A massive Bear Beasten, prefers solitude.
- Liv: Mysterious, from a noble lineage, intrigued by the academy’s damage.
- Kieran: Strategic, survival-focused.
- Erwin: Nervous, insecure about his place.
- Lumi: Half-fox, interested in blending magic and tech.
- Lillia: Confident, sarcastic.
- Aisha: Hungry, possibly linked to a spirit.
- Julia: Erwin’s protective adoptive sister.
3. Dormitory Assignment
- Due to the damaged dorms, students are offered temporary housing in the old dormitory, a grand but neglected building.
- Each gets their own room.
- Students explore the dorm, finding signs of neglect and hidden secrets (e.g., Liv discovers a magically locked basement door).
4. The First Night: Eärtauriel’s Dream Realm
- A mysterious bell transports students to a demi-plane where they meet Eärtauriel (Marielwald), an Elvarin—a hunted race who sealed themselves in demi-planes.
- She reveals:
- Myrkriroth, a criminal organization hunting Elvarins, are in the city.
- She recruits the students as spies to gather intelligence.
- Offers them a key as an "advance payment."
- Students undergo a combat trial against Myrkriroth mannequins.
- Kieran and Carter succeed; Julia’s mannequin mutates into an abomination After Erwin clone fall.
- They wake up with keys and a note: "Don’t forget to feed the cat."
5. Discovery of the Hidden Basement
- A new cat, Walter, leads them to a previously unnoticed door.
- Inside, they find an ancient chamber with:
- A sarcophagus of an Elvarin.
- Pillars with their names and numbered keys.
- A hidden model of the chamber, containing the mutated abomination from their dream.
- Walter speaks telepathically, revealing he is their handler for missions against the Myrkriroth.
6. Joining the Adventurer’s Guild
- Walter advises them to join the Adventurer’s Guild for legal cover.
- They meet John Esquiraqui and their mentor, Ahi Fablehof, who approves their membership.
- They take a Delivery Run mission for Daseem L. Sandaryan, a high-ranking adventurer.
7. The Delivery Mission & Meeting Lady Warda
- They deliver a sealed document to City Hall, where they encounter Lady Warda Esquiraqui (Guild Master, pregnant) and Liv meets her aunt Elizabeth, hinting at family secrets.
- After talking to her aunte, Liv returned to her companion and hit their road toward the lioness farm using Lady warda carriage that was waiting for them outside.
8. New Professor and Dormitory supervisor
-The Group met Thalan, deer folk, the next weekend
- Liv fall sick after dinner