“Seasoning” is the process by which a person becomes seasoned or experienced. In this campaign, a “season” is an abstract unit of personal growth, awarded at regular periods by the Storyguide.

Assigning Seasons: Each player assigns an activity for each season received. This should reflect activity in the previous session or, time permitting, activity immediately after.

An individual season is usually dedicated to a learning activity like adventure, practice, or vis study. Seasons can also be dedicated to other significant activities like creating something in the laboratory or teaching other characters.

Some activities have prerequisites that must be met. For example, laboratory activities require an actual laboratory, stocked for magical research. Studying from a book requires the book itself (and the ability to read it).

Seasons awarded at the same time cannot be assigned to the same activities. Nor can experience from those seasons be applied to the same Art or Ability; no two seasons awarded for the same session can contribute experience points to the same thing.

Adventure: Adventure experience is always five points.

Books: There are two additional book types in this campaign, tractatus and auctoritas. A tractatus has no level; it can be studied regardless of the student’s score in the Ability or Art, but can only ever be studied once by the same student. An auctoritas is an authority on a subject, a heavy tome so packed with knowledge that it can be studied without limitation. An auctoritas also has no level and can be studied innumerable times, but it is generally not compiled for optimal teaching, and so has a low Quality score.

Opening New Forms: Opening a new Form (giving it a score of zero) costs 10 experience points. These points can only derive from teaching, studying vis, or from Virtues like Elemental Magic and Secondary Insight.

Weapon Mastery Abilities: Just like spell mastery, practicing weapon mastery is always a Source Quality of five.


The Farrani Corps Randy Randy